CitizenSteve Posted December 21, 2015 Share Posted December 21, 2015 I think this is a complete list of jobs in Star Citizen, are there any more? http://citizensteve15.blogspot.com/2015/12/star-citizen-careers.html Link to comment Share on other sites More sharing options...
Fizzlefuse Posted December 21, 2015 Share Posted December 21, 2015 They forgot Scruffy looking nerf herder. No, wait.. I have Star Wars on my mind. I think thats it. Some things might overlap though. Not sure if "police force and bounty hunting" are separate things per sé. Mechanics wise they would likely be the same thing. CitizenSteve 1 Link to comment Share on other sites More sharing options...
GRIZZ Posted December 21, 2015 Share Posted December 21, 2015 57 minutes ago, CitizenSteve said: are there any more? News Reporter (Streamer). https://robertsspaceindustries.com/pledge/ships/reliant/Reliant-Mako-News-Van Quote The Empire depends on up-to-the-second information, which is why reporters need to be able to go where the news is happening: wherever, whenever. Enter the Mako, all the flexibility and dependability of a MISC Reliant combined with a state of the art Image Enhancement suite and turret-mounted optics to capture every moment as it happens with the clarity and accuracy that makes headlines. CitizenSteve 1 Link to comment Share on other sites More sharing options...
VoA Posted December 21, 2015 Share Posted December 21, 2015 Here is a better list from our Blood Moon Unit Forums from @Sir_Belial - note the thread is intended for Blood Moon only - but wanted to share its contents since it is relevant to the topic --->> Blood Moon Members Only Please = Unfortunaltely a bug allows other non- Blood Moon Members to vote (thus statement) In preparation of the specialization/training meeting that will be held on TS December 28th, 2015, please provide your input in the poll above. NOTE: This is just to determine your interests at the moment. As more information is released and changed, opinions and desires might change as we approach the launch of the persistent universe. Secondly, some of these specializations and their related game systems/mechanics may not be introduced at the launch, so keep that in mind. If there are any questions about these lists, or if anyone needs any elaboration on some of the available choices, please post below. Thanks DIVISION SPECIALIZATIONS Cargo Hauling (T&I) The purchasing, moving, and reselling of goods/materials as well as all the logistics required. https://robertsspaceindustries.com/comm-link/engineering/14677-Cargo-Interaction Smuggling (T&I) Similar to above; Moving illicit goods/contraband around various security and inspection obstacles. Info Running (T&I) The safe transportation of sensitive information across the 'verse. https://robertsspaceindustries.com/comm-link/transmission/14249-UEE-Intercepted-Signal-The-Drake-Herald-Threat Realty (T&I) The business of buying and selling of real-estate on stations and planets. Legit Market Trading (T&I) Whereas the cargo hauler specializes in the transport of goods to make profits, the market trader can localize himself to gain his fortune without ever leaving the station; The buying and selling of goods on local markets or across several systems. Black Market Trading(T&I) Similar to above, but more akin to dealing with contraband and illicit goods. Repair/Refuel/Refit (T&I) Replacing damaged ship parts, providing the means to refuel, and even potentially improving upon existing ship systems. https://robertsspaceindustries.com/comm-link/engineering/15062-Ship-Repair-And-Maintenance Salvaging (T&I) The reclamation of usable components or materials from damaged/destroyed hulls. https://robertsspaceindustries.com/comm-link/transmission/14171-Concept-Sale-Unveiling-The-Aegis-Reclaimer Mining (T&I) Scanning down raw metals and alloys before extracting them for future use. https://robertsspaceindustries.com/comm-link/transmission/14522-Star-Citizen-Careers-Mining Farming (T&I) Growing different types of plants, either on specific ship modules or planet-side. https://robertsspaceindustries.com/comm-link/engineering/14974-Design-The-Endeavor Factory/Node Management (T&I) Controlling and managing different production nodes available in the game. Touring/Shuttling (T&I) The movement of VIP's or regular citizens either for entertainment purposes or as a simple ferry service. https://robertsspaceindustries.com/comm-link/transmission/14804-Design-Civilian-Passenger-Transport https://robertsspaceindustries.com/comm-link/transmission/14199-Interstellar-Splendor-The-890-JUMP Racing (Exploration) The pursuit of speed in mainstream and underground circles. https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14188-The-Murray-Cup Anomaly Discovery (Exploration) To search for new horizons and strange phenomena with all the tools available. This'll be for those that want to discover new jump points and instanced events, such as derelict ships. https://robertsspaceindustries.com/comm-link/transmission/14323-Into-The-Unknown-A-Carrack-Her-Crew https://robertsspaceindustries.com/comm-link/engineering/14974-Design-The-Endeavor System/Planet Surveying (Exploration) To scan down planetary bodies for rare and useful materials, and any other valuable characteristics. https://robertsspaceindustries.com/comm-link/transmission/14323-Into-The-Unknown-A-Carrack-Her-Crew Research (Exploration) Using all available systems to investigate noted phenomena, or even work to improving current technologies. https://robertsspaceindustries.com/comm-link/engineering/14974-Design-The-Endeavor Hacking/EWAR (Combat Ops) Using different types of equipment to open up window of opportunity and infiltrate enemy ship systems, with the intent to slow, halt, or completely shut down said systems. https://robertsspaceindustries.com/comm-link/transmission/14926-Design-Notes-Electronic-Warfare Search and Rescue (Combat Ops) To seek out and find adrift spacemen, treat any casualties found, and speed the rest to a hospital. https://robertsspaceindustries.com/comm-link/engineering/14974-Design-The-Endeavor https://robertsspaceindustries.com/pledge/ships/drake-cutlass/Cutlass-Red FPS/Marine (Combat Ops) To be on the front-lines of war, repelling boarders while taking part in their own boarding operations, whether they be on an enemy ship, station, or planet. https://robertsspaceindustries.com/comm-link/engineering/14653-FPS-Stances-Breathing Surveillance/Intel Gathering (Combat Ops) To seek out any information on the battlefield that would assist in operation planning, or simply provide additional eyes where they are needed. https://robertsspaceindustries.com/comm-link/transmission/14743-Reliant-Q-A Bounty Hunting (Combat Ops) To hunt those that have accrued a reward on their heads due to past misdeeds across all planets and systems. Combat/Space Supremacy (Combat Ops) This is where all those roles that pertain directly to combat, such as bombers, fighters, capital ship ops, etc. fall into. If it's combat oriented, and not listed above, then this is your choice. Multi-Crew Positions/Seat Actions NOTE: Some of the following seat actions seem like they can be combined together, and for some of the smaller multi-crew ships, this can be true. One player may be able to effectively manage multiple ship systems, but as the ship sizes grow, those individual seat actions may require more than one person to efficiently manage just one of the systems. The following are pulled mostly from design docs, with a few other expected roles tossed in. https://robertsspaceindustries.com/comm-link/transmission/14354-Letter-From-The-Chairman (https://robertsspaceindustries.com/comm-link/transmission/14489-Shields-Management) Shield Management: The shield management action gives the user more granular control of the ship’s shields and generators: Reinforce shield segments which increases the segments’ maximum expansion potential as well as prioritizing its recharge position Boost the recharge of shield segments which have been damaged Tune the generator to be more effective in one of three areas: shield strength, recharge rate or recovery time Radar Ops: On a basic level the radar ops action allows you to identify targets, easing the workload of the pilot. This action will be expanded to include the ability to send commands to other fleet members: Identify targets so that the pilot does not need to Focus the radar array to find potentially hidden targets Flag weakened targets, allies in distress or particularly dangerous enemies Scan and identify sub-systems on larger ships EWAR: The electronic warfare station gives you the ability to hinder an opponent’s systems, bringing a new tactical edge to dogfighting. Use of the EWAR suite requires the installation of a specialised electronic warfare module which generates the effect in a radius. You can also fit an emitter to target specific enemies. Electronic warfare breaks down into the following areas: Dampening: Reduce the range of opponent systems Disruption: Hinder the operation of opponent systems Disable: Disable an enemy system, forcing them to restart it Debuff: Make the opponent more vulnerable Communications: The most basic form of communication will allow you to open a channel to another vessel, set up a conference call or deliver information data such as cargo manifests or ship complement. However, when additional components are slotted, automated messages become available for you to use. For example if your ship has a docking ring, you may request to dock with another ship with a docking ring. For larger ships, the comm officer may be required to manage communication channels for an entire fleet, as well as the sub-sections of the ship. Supply: The person responsible for ensuring that every body on board the ship has what is needed, as well as any fuel, ammunition, and other storage/supply requirements that need to be filled. Avionics and CPU: This action allows you more granular control of the ship’s avionics package specifically relating to CPU power. For example, you may prioritize certain systems, such as ITTS or missile lock, to gain a marginal deduction in lock-on time. Power Management: Every component and weapon fitted to your vessel will appear in the power management screen. At multi-crew level you gain more control over the individual power level each component is receiving. Navigation/Helmsman: This is where you might plan a route to another star system or plot a series of waypoints. Additional information will be made available to you such as fuel usage, time to destination and speed-through-point. These tools will allow you to generate routes based on fuel efficiency or time taken. Gunner: Firing and managing different weapon systems available on the ship, and working in tandem with the supply officer to keep ammunition nearby. (Manned Turrets, Missile launchers, Torpedoes, etc.) Command: One of the several responsible for overseeing the rest of the crew on a ship. (Captain, XO, Supply Officer, etc.) Marine: One of the foot-soldiers assigned to a ship to either repel boarders or initiate boarding operations against an enemy/derelict ship. Damage Control: Ad-hoc repairs and damage suppressant during battles and engagements. When not engaged in counter-/boarding ops, the marines will most likely take on this role, under supervision. FPS/Marine Specializations Medic: Combat care specialist; responsible for quick fixes to keep team members in the fight, or stabilize wounded casualties. Recon/Sniper: Team member that is exceptional during scouting missions, and may prefer the use of high-power rifles. Hacking/Computer Specialist: Specialist that excels in infiltrating enemy electronic systems, such as doors, lighting, and other ship or station systems. Combat Engineer: Whereas the computer specialist using existing systems to bypass obstacles, the combat engineer utilizes more direct approaches to problems, such as explosives, cutting tools, and more explosives. Rifleman/Fragger: Infantryman; sole mission is to kill the enemy before they can kill him or his team. Excels greatly in this. Heavy Weapons Specialist: Similar to infantryman, but more geared towards utilizing mass-casualty producing weapons which would require additional training. In-Game Leader: Akin to a team or squad leader; coordinates the members of his team to accomplish objectives. Mission Control (C&C): An optional member that would be responsible for coordinating multiple teams during an operation, providing them direction, support, and new mission objectives as they arise. Similar to an RTO (radio-transmission operator), with more authority and training. CitizenSteve, Kemalis and charlie638 3 Link to comment Share on other sites More sharing options...
Rocket Man Posted December 21, 2015 Share Posted December 21, 2015 Nice lists! Both of you. But yes, do not forget the new mechanic of Streamer/News Reporter. CitizenSteve 1 Link to comment Share on other sites More sharing options...
Doopsums Posted December 21, 2015 Share Posted December 21, 2015 It is prevalent also to reference the Imperium Manual (found here - starting on page 11) as we have listed all the different mission types that ties into the mentioned roles above from an organizational(Imperium) perspective. I think it is important tie in the systems Imperium has set forth when Theory Crafting in this manner. Also keep in mind too that any information that you feel is missed or omitted can also be suggested(found here) in order to help improve Imperium's structure and organization. VoA 1 Link to comment Share on other sites More sharing options...
Jon1812 Posted December 21, 2015 Share Posted December 21, 2015 Well, there are actually a lot more professions than that. Players can make all sorts of professions by utilizing certain aspects of the game. For example, "Casino Dealer, Bouncer, Zookeeper, etc.. " are not listed, although they are technically options in the game. However, though some may not be in the game by design - some of those are in the game by design, although perhaps not listed by CIG. Bouncers and Bartenders will probably be prevalent in the MMHCs and other such bars, VIP clubs, etc... The mere existence of bars infers their positions. So there are many more professions than people have listed so far, even excluding the really creative ones. There is probably even the really boring "day laborer," who just moves things around for people and does the really tedious work (Probably doesn't pay well, but if you have little initiative or creativity, then I suppose it is available). EDIT: Apparently the MMHC is instanced, so it has an automated bouncer, but for normal bars I assume that would still stand. VoA and CitizenSteve 2 Link to comment Share on other sites More sharing options...
CitizenSteve Posted December 22, 2015 Author Share Posted December 22, 2015 Great posts, didn't know most of that. Very interesting;) Link to comment Share on other sites More sharing options...
Fizzlefuse Posted December 22, 2015 Share Posted December 22, 2015 16 hours ago, Jon1812 said: Well, there are actually a lot more professions than that. Players can make all sorts of professions by utilizing certain aspects of the game. For example, "Casino Dealer, Bouncer, Zookeeper, etc.. " are not listed, although they are technically options in the game. Zookeeper? It would be nice if we can interact with alien fauna in a way, but I don't remember CR ever talking about running a zoo. Would be cool tho Link to comment Share on other sites More sharing options...
Jon1812 Posted December 22, 2015 Share Posted December 22, 2015 3 hours ago, Fizzlefuse said: Zookeeper? It would be nice if we can interact with alien fauna in a way, but I don't remember CR ever talking about running a zoo. Would be cool tho That's my point. He's never said anything about zookeepers, but technically if a person were to buy a bunch of rare animals from around the verse, they could set up their own zoo. It isn't in the game by design, but with some player alteration, it could be a thing. Link to comment Share on other sites More sharing options...
Ragnaas Posted December 22, 2015 Share Posted December 22, 2015 I can make a mean bed. I wonder if there is a job to make bunks in ships? Fly out, dock, make bed, paid, leave. Ah...the life. Link to comment Share on other sites More sharing options...
Jon1812 Posted December 22, 2015 Share Posted December 22, 2015 10 minutes ago, Ragnaas said: I can make a mean bed. I wonder if there is a job to make bunks in ships? Fly out, dock, make bed, paid, leave. Ah...the life. Hey, the Victorians had bed warmers! Like, actual people who lay in their beds for them to warm them. Though I think they may have automated the process in 2945. Still, perhaps there are other options...interior decorators ("Wow, that hadesian mistletoe looks amazing on top of that Vanduul skull case!"), personal DJs (gotta have somebody to mix those tunes at your 890 parties), the ideas are almost endless... I mean, translators are probably another career that is in the game by design although not mentioned, but that is an option as well. It could pay to have a member of your crew who speaks Vanduul, Xian, and Banu! (The question is, does he speak your language?) Ragnaas 1 Link to comment Share on other sites More sharing options...
Ragnaas Posted December 22, 2015 Share Posted December 22, 2015 31 minutes ago, Jon1812 said: Hey, the Victorians had bed warmers! Like, actual people who lay in their beds for them to warm them. Though I think they may have automated the process in 2945. Still, perhaps there are other options...interior decorators ("Wow, that hadesian mistletoe looks amazing on top of that Vanduul skull case!"), personal DJs (gotta have somebody to mix those tunes at your 890 parties), the ideas are almost endless... I mean, translators are probably another career that is in the game by design although not mentioned, but that is an option as well. It could pay to have a member of your crew who speaks Vanduul, Xian, and Banu! (The question is, does he speak your language?) I believe we are on to something here sir. Fantastic ideas. I just need to practice up my stain removal abilities. It's such a pain to remove blood stains from bone. Link to comment Share on other sites More sharing options...
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