Additional crates to Cargo

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J_Madison
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Additional crates to Cargo

Post by J_Madison » #110640

It came to me that several unique items to several job roles have permanent limited amounts, which I don't quite understand.

Bar fight control crate (Bartender and Armoury access)
1 - Double Barrel shotgun
1 - Box full of Beanbag slugs
This would solve problems such as the Bartender losing his shotgun.

Detective's kit (Armoury and Detective access)
1 - .38 Special loader.
1 - Shoulder holster.
1 - .38 Special revolver
1 - Forensic Scanner
1 - White crayon.
The detective's scanner cannot be replaced and all it takes is two good sprays of acid to prevent any forensic crimes from being solved.
The detective's revolver is also a unique weapon being the only semiautomatic gun on the station that has knock down that bypass energy shields and dual energy swords on a normal shift.

Other useful but non-objective items would include:
Compact defib.
Level 4 response suit (Bomb).
Level 3 response suit (Biohazard).
Level 2 response suit (Radiation).
Level 2 jumpsuit (Engineer jumpsuits).
Level 3 jumpsuit (Medbay jumpsuits).
Level 4 jumpsuit (Science jumpsuit).
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CPTANT
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Re: Additional crates to Cargo

Post by CPTANT » #110641

totally agree.


Cargo is long due for an overhaul/upgrade by the way, cargo has lost nearly all significance apart from gang/rev rounds.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Cheimon
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Re: Additional crates to Cargo

Post by Cheimon » #110646

Sounds reasonable, can't be too tricky to add a crate here and there and it makes sense for everything to be replaceable, especially when it's as basic as a shotgun or a shoulder holster.
CPTANT wrote:totally agree.


Cargo is long due for an overhaul/upgrade by the way, cargo has lost nearly all significance apart from gang/rev rounds.
Well, if you added an economy based on departmental budgets it wouldn't be...
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JackHunt
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Re: Additional crates to Cargo

Post by JackHunt » #110750

A cargo update should come before any sort of economy system. Make it work for cargo first then see about expanding it to the rest of the station.
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Scones
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Re: Additional crates to Cargo

Post by Scones » #110761

>more 38 revolvers

is this a troll post

the issue with all these suggestions is that it devalues the originals, which are strong not only because they are good items but also ultimately unique
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J_Madison
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Re: Additional crates to Cargo

Post by J_Madison » #110765

Scones wrote:>more 38 revolvers

is this a troll post

the issue with all these suggestions is that it devalues the originals, which are strong not only because they are good items but also ultimately unique
Should the .38 Detective Special be replaced with being able to order Riot Shotguns instead, to preserve the rarity and uniqueness of the .38 DS?
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DemonFiren
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Re: Additional crates to Cargo

Post by DemonFiren » #110808

Yes.
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Cheimon
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Re: Additional crates to Cargo

Post by Cheimon » #110820

What's so special about a .38? If it's a good gun, make the crate expensive. So what if there's three in a round instead of one?
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Scones
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Re: Additional crates to Cargo

Post by Scones » #110821

Cheimon wrote:What's so special about a .38? If it's a good gun, make the crate expensive. So what if there's three in a round instead of one?
It's been explained OVER and OVER again

It's the best gun on the station

Cargo does not need any more weapons options, especially not the super powerful unique detecive's gun
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J_Madison
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Re: Additional crates to Cargo

Post by J_Madison » #110822

Scones wrote:
Cheimon wrote:What's so special about a .38? If it's a good gun, make the crate expensive. So what if there's three in a round instead of one?
It's been explained OVER and OVER again

It's the best gun on the station

Cargo does not need any more weapons options, especially not the super powerful unique detecive's gun
Bar the .45 which is better, the .38 is effectively the best gun on station and ordering more will devalue it and potentially upset the game balance. The .38 is game breaking already and I can only fear what would occur if more could be ordered.
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Scones
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Re: Additional crates to Cargo

Post by Scones » #110844

The .45 does not exist on /tg/ unless you're referring to the 1911, which is an admin weapon
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Shaps-cloud
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Re: Additional crates to Cargo

Post by Shaps-cloud » #110846

The .38 is hardly gamebreaking since there's only one on the station and you have to source ammo from cargo, but yeah it probably shouldn't be possible to get extra .38's
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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bandit
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Re: Additional crates to Cargo

Post by bandit » #110857

made this, minus the gun, plus some other shit: https://github.com/tgstation/-tg-station/pull/11108
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admin feedback pls
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J_Madison
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Re: Additional crates to Cargo

Post by J_Madison » #110979

Scones wrote:The .45 does not exist on /tg/ unless you're referring to the 1911, which is an admin weapon
Does the safe in the vault not contain the .45 anymore?
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CPTANT
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Re: Additional crates to Cargo

Post by CPTANT » #110984

I think the main thing that is preventing cargo from getting used is that there isn't really a way to get more cargo points (except from hoarding all crates and plasma).

This leads somewhat to a mentallity of BUT WHAT IF WE NEED POINTS IN THE FUTURE, instead of just ordering what you think the station needs.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Scones
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Re: Additional crates to Cargo

Post by Scones » #110986

CPTANT wrote:I think the main thing that is preventing cargo from getting used is that there isn't really a way to get more cargo points (except from hoarding all crates and plasma).

This leads somewhat to a mentallity of BUT WHAT IF WE NEED POINTS IN THE FUTURE, instead of just ordering what you think the station needs.
The exchange rate on plasma is so obscene and it's the most common mineral (aside from iron) so I don't see how you can say there "Isn't a way to get more points"

The QM can use 5-10 minutes of their time to drum up hundreds upon hundreds stripping the asteroid of plasma and nothing else

You can also send stuff from Hydroponics back if you really care to make the effort

As it stands itis far too easy to just send some plasma back and then $$$ the world is yours
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DemonFiren
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Re: Additional crates to Cargo

Post by DemonFiren » #110991

Better yet, strip the 'roid of plasma, let Science use the stack in Engineering, wait until redemption is upgraded, and then...

Oh, yeah, and then there's xenobiology with cerulean, purple, an upgraded slime processor and dark purple slimes.
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J_Madison
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Re: Additional crates to Cargo

Post by J_Madison » #111048

Scones wrote:
CPTANT wrote:I think the main thing that is preventing cargo from getting used is that there isn't really a way to get more cargo points (except from hoarding all crates and plasma).

This leads somewhat to a mentallity of BUT WHAT IF WE NEED POINTS IN THE FUTURE, instead of just ordering what you think the station needs.
The exchange rate on plasma is so obscene and it's the most common mineral (aside from iron) so I don't see how you can say there "Isn't a way to get more points"

The QM can use 5-10 minutes of their time to drum up hundreds upon hundreds stripping the asteroid of plasma and nothing else

You can also send stuff from Hydroponics back if you really care to make the effort

As it stands itis far too easy to just send some plasma back and then $$$ the world is yours
What about shipping the space cash that miners can order from the machine?

What about shipping back coins that you can get from... the coin press.

Instead of shipping that plasma, miners could spend their excess points on space cash instead of starting a soapocalypse for extra cargo points.
Malkevin

Re: Additional crates to Cargo

Post by Malkevin » #111128

The main problem with cargo is that the people that play it are never good at their job, which means no one bothers using cargo, which means cargo never gets good at their job.

If you want cargo to be usable, replace it with a fully automated system.
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CPTANT
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Re: Additional crates to Cargo

Post by CPTANT » #111144

Malkevin wrote:The main problem with cargo is that the people that play it are never good at their job, which means no one bothers using cargo, which means cargo never gets good at their job.

If you want cargo to be usable, replace it with a fully automated system.
bullshit, no veteran players wants to play cargo because it is dull as hell and has become completely redundant.

Also why is the cargo shuttle call time so long, waiting 2 minutes to come, 2 minutes to go back before you can order anything and than 2 minutes again to get back. It adds nothing but waiting

blablabla simulating traveling from centcom bla bla bleh. Cut it in half or so.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
newfren
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Re: Additional crates to Cargo

Post by newfren » #111185

Whenever I play cargo tech or QM I inevitably get so bored of dicking around in the cargo bay that I go steal emitters or a bunch of research boards from tech storage and play with fun toys. When ever you get that one QM who's anal about space law there is literally nothing to do but sit at the front counter and let people in to use the autolathe.

IIRC the travel times were to cut down on guncargo, but it really hasn't made that any harder - the problem with that was always opening the crates themselves.
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