[WARNING: RAMBLING IDEA BELLOW]
Ok I think this may be impossible but I have an idea for a job type for the station, animal technician. The job its self would be simple you get a small sub station like mining does, and on that station is things like cows, chickens, space carp, and monkeys which can be breed for food or supply points for the station.
I know this is most likely impossible and will not be considered but it would add some flavor to the station. The big part of this idea is an orbiter given to the V.O.R.E station for food production at least on paper, the real reason is NT needs some one to research Xeno morphs, and the V.O.R.E station deals with them hostile or not better then most stations. (aka not having to have the station blown up to deal with the threat)
Uses of a job like this.
1. If mobs like monkeys ever become digestible a job like this would give an unlimited supply of none intelligent creatures for nomming.
2. would give a second off station job, which means more opportunity for events, involving animals.
Lore excuse.
as the v.o.r.e station has been well known in the fact it is one of the few successful stations NT has tehy have decided to equip the station with an orbiter farming unit, this unit is an extension of the cooking and science departments, allowing for mass production of foods, and animals for research. this add will require minimal station work as it is an orbital unit, though the unit does have a generator that requires plasma to power, similar to the mining station.
JOB WORK
1. tending to cows, chickens, goats, monkeys, bees, giant spiders and space carp. (mostly for food and food items)
2. plant research and effects. (basically a area of botany which is suppose to be growing lethal plants for research)
3. xenomorph reactionary research.
lore: along with this station is a xenomorph nest which will start with nothing but a few eggs and monkeys, this nest has a quick burn lock down function and has no ventilation or power connections to the rest of the orbiter, it also has a daul airlock to enter with a space bridge between th airlocks. This is the dangerous part of the job, as any worker to take this job will be able to breed and attempt to gain behavioral information on wild xenomorphs in a controlled environment.
ingame reason: give a secondary excuse for players wanting to play xenos, this lab would have an item near it that allows workers to put there "mind" into a xeno egg.
Items that would need to be made.
1. shock collars
reason: used on teh xeno's and goats to prevent attacking... mostly on the goats.
2. some sort of modified cloning bay.
reason: the devise used to transfer minds to a xeno egg.
3. webbing and honey fluff items
reason: honey harvested from bees for the kitchen, webbing harvested from spiders for science (could be turned into plasma steal?)
Things that would be needed on the orbiter
1. hydroponics bays.
2. mutagen dispencers.
3. seeds
4. monkey cubes, and feed for animals.
5. some sort of weapon and ammo.
6. bays similar to slimes for the spiders.
7. a large farm area for other animals.
8. break room, which can be locked down in case of emergency.
9. a shuttle which can be accessed by the jobs listed bellow.
10. cameras, that display the xenomorph nest... besides the 2 air locks with a spaced bridge (bridge would have a vent atmosphere control) would be the only way to view the nest.
lay out....
http://imgur.com/f8AjaAkthe blue area is the shuttle to it, the grey boxes are the hostile creature containers. one would have spiders, one a goat (mostly a joke) and the other empty, the purple areas are generator rooms, teh area with blue things is the hydroponics bay (room in it is supply room,) green area is cow and chickens, the room on the bottom of the green area is the proccessing room. (would have meat hooks, gibbers, fridges with egg containers, a disposal and cleaning supplies.) the second half of the station, is not concepted yet, but the one room there is the break room, with the green things being air locks, one leads to a space carp "fishing" area, the other to the xeno research area, said area has its own power supply, and the access area would have a door into the area but no windows to view in the area, instead it would all be camera based.
For scale, the spider pens would be 3x3 boxes and the generator bellow them would be the same. (sorry image is not to scale) basicly think of this orbiter being about the same size as science on the main station (minus robotics)
who would have access.
for work wise, xenobiologists, cooks, botany, the job for this, assistants, medical, and security would have access to this, each for different reasons.
Xenobio: for tending to the xeno morphs, spiders, and rarely for slime related things (I will go into detail only if this is considered)
Cooks: for access to the meat from the animals, eggs, milk, honey, and the plants.
Botany: for research on the plants, though access to this will be discuraged unless there are two botanists.
animal technician: tend to the animals and make sure none die, also make sure the spiders and xeno's do not escape.
Medical and security: medical cause working with at least three dangerous animals, (goats, spiders, and xeno.) (goats are dangerous)
assistants: cause some one has to clean up the place.
Special things about the orbiter
1. has empty creature bays, which would rarely have special creatures delivered to them.
2. if spawning in locations is ever set up, one of said bays could be a spawn point for some players (Thinking the deathclaws)
3. being an orbiter set to orbit around the station, it is isolated from the station meaning if the xeno's break out all the station has to do, is call in a strike on it. (aka allows dangerous things to happen while not being a danger to most the RP events, even if the dangerous thing is an RP heavy event as well)
reasoning for this suggestion
1. right now the most dangerous job on the station is xeno bio, all others are relitively safe, this works great for RP, but this leads to action on the station resulting in a large amount of RP events being wrecked. (which is annoying) a highly dangerous job off station which has only minimal ways to effect the station would allow for dangerous and leathal RP events to happen with out wrecking it for the majority of the server. This would also allow for a job which while dangerous would be rather tame unless something goes wrong.
2. This job would be helpful to the station as it would allow greater excuses/ access for items or events on the station, as well as more organic characters to not feel out of place while working the station.
3. A job unique to the station, which has a worker experimenting with the only well known vore creature in universe would fit the station well, would also give excuses for vore based mobs to be put on the station or even the asteroid for mining.
4. this job could be tied to the major objectives of the V.O.R.E station, as it could be used to research strange and unique life forms found either by NT, on the asteroid, or through third party things.
Note: I have a large amount of details on this job mocked up, though I know most will require spiriting and work to create the research and event paths... including a rework of the xenomorph code (which is needed anyway from what I have been reading). I can say this I will be able to help with the spiriting, just need to know the size I will be working in, and what is needed from me. (though I am best at items, and will need a template for example of what I need to do)
Aka if this is even considered I can and will help work on outlining, making items, and other things.... also this would allow for events in server where the station has to work on building the orbiter, and the stations targeted defense for in case the orbiter is over run. (think big gun in security or something)