This thread is created with the idea for an open dialogue. Any observations and opinions you may have are most welcome to be expressed in this matter.
The problem
From what I've observed, the government jobs popularity are determined by two factors: Demand and Fun. Demand can make a job fun. That's why being a police officer is popular - There's always a demand, and it's fun to do the job due to the activites you can do as an officer. The jobs that are having trouble attracting people (even on a full server) are Firefighter and, to a lesser extent, Roadcrew.
The firefighter job is in and of itself quite fun. However, the lack of events in which they can partake are few and far inbetween, that it's glaring. Compared to the medic, they're quite similar in what needs they fill (first response to a calamity). However, the medic, on a full server, has enough wounded and dying people to be in demand. Fires are too haphazard to create a stream of steady demand for the job to be occupied. Which makes it all the worse when a fire does break out and no one is there to respond. Maybe that's why there are fire extinguishers that can be bought and that there's a fire cleanup script serverside, but that just highlights the problem with the job itself
The Roadcrew is in a similar position, the job can be fun when there is a car breakdown or a towing needed, but these events are too few and far inbetween. And sitting around for 15 minutes around the garage waiting for something to happen isn't attractive for a player who's looking to play and RP with others.
Both those jobs are chronically understaffed, and it's frustrating that they can't always be called upon when they're needed.
Edit: Finally, there's the taxi job. Another job with little and (at best) random demand, which makes the occupation 90% vacant. The job fills a niché against competitors it can't go up against: free private cars, and to a degree, the monorail. Why pay 500+ bucks to go somewhere if you can just run and pull your own car at no cost?
Possible solutions
Firefighter: The reason I opened this topic: It's hard to come up with extra activities. The profession only has a single purpose. Any ideas to create extra activites for them to do would be excellent!
Roadcrew: A maintainence check that a Roadcrew worker can perform on cars for a small fee, which gives a temporary and minor boost in performance for any car. This creates a constant (non-critical) demand for the job, interaction and roleplay with other players, and an extra activity for roadcrew workers to do.
Taxi driver: A rather easy, but possibly controversial solution would be to add a fee to pulling your own car from a nearby garage, but a reduced fee/no fee at the car dealer. This fee is based on the price of the car. It would be quite a small fee, but just enough to give a second thought of pulling your own car. This gives taxi drivers a clearer niché to fill: one-off drives to locations at a better cost/return rate than paying the fee of pulling your own car. It would also have the secondary effect of adding "added value" to already pulled cars, making repairs from the roadcrew more attractive than pulling another car. This solution mean that the taxi has to get cheaper. a $100 entry fee would make them more attractive.
I'm curious as to what others think of the situation.
The problem
From what I've observed, the government jobs popularity are determined by two factors: Demand and Fun. Demand can make a job fun. That's why being a police officer is popular - There's always a demand, and it's fun to do the job due to the activites you can do as an officer. The jobs that are having trouble attracting people (even on a full server) are Firefighter and, to a lesser extent, Roadcrew.
The firefighter job is in and of itself quite fun. However, the lack of events in which they can partake are few and far inbetween, that it's glaring. Compared to the medic, they're quite similar in what needs they fill (first response to a calamity). However, the medic, on a full server, has enough wounded and dying people to be in demand. Fires are too haphazard to create a stream of steady demand for the job to be occupied. Which makes it all the worse when a fire does break out and no one is there to respond. Maybe that's why there are fire extinguishers that can be bought and that there's a fire cleanup script serverside, but that just highlights the problem with the job itself
The Roadcrew is in a similar position, the job can be fun when there is a car breakdown or a towing needed, but these events are too few and far inbetween. And sitting around for 15 minutes around the garage waiting for something to happen isn't attractive for a player who's looking to play and RP with others.
Both those jobs are chronically understaffed, and it's frustrating that they can't always be called upon when they're needed.
Edit: Finally, there's the taxi job. Another job with little and (at best) random demand, which makes the occupation 90% vacant. The job fills a niché against competitors it can't go up against: free private cars, and to a degree, the monorail. Why pay 500+ bucks to go somewhere if you can just run and pull your own car at no cost?
Possible solutions
Firefighter: The reason I opened this topic: It's hard to come up with extra activities. The profession only has a single purpose. Any ideas to create extra activites for them to do would be excellent!
Roadcrew: A maintainence check that a Roadcrew worker can perform on cars for a small fee, which gives a temporary and minor boost in performance for any car. This creates a constant (non-critical) demand for the job, interaction and roleplay with other players, and an extra activity for roadcrew workers to do.
Taxi driver: A rather easy, but possibly controversial solution would be to add a fee to pulling your own car from a nearby garage, but a reduced fee/no fee at the car dealer. This fee is based on the price of the car. It would be quite a small fee, but just enough to give a second thought of pulling your own car. This gives taxi drivers a clearer niché to fill: one-off drives to locations at a better cost/return rate than paying the fee of pulling your own car. It would also have the secondary effect of adding "added value" to already pulled cars, making repairs from the roadcrew more attractive than pulling another car. This solution mean that the taxi has to get cheaper. a $100 entry fee would make them more attractive.
I'm curious as to what others think of the situation.
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