Moderators: MisterPerson, Code Maintainers
Horza wrote:Maybe respond to supply requests by people, such as bartenders or cooks who ask for more supplies/meat/booze because some greytider broke everything. As bartender I've gone up to Cargo asking for asking for a supply crate to replenish booze supplies because some greytider bombed the fucking vendor and now I need booze.
Every single time, as bartender or engineer or chemist or random greytider, the request for anything other than that mandated by a head-of-staff is "ha fuck off" followed by more AFK wall-gazing, if that. At this point, even Ebin Cargonia Maymays can't even get off the ground because they either have no budget, or nobody gives a fuck about them because they don't give a fuck about anyone. The most interesting thing I've ever seen Cargo do in the past few months is set up a tesla in the cargo bay that immediately got loose through some very shady grey-area RP denials.
Floiven wrote:The best part is when you're actively ordering/offering to order things for people and watching the requests board, and people still break in/walk in and order what they want wordlessly instead of asking for it.
somerandomguy wrote:Cargo tesla is fun
Also before they would order supplies but now everything can be printed
zxaber wrote:That, at best, fixes the smallest part of the problem. Once Mining starts rolling in mats, you usually have enough metal to build another station. Changing the round-start available metal won't help much for fixing end-game Cargo content.
confused rock wrote:station starts with a massive surplus and if you wanna buy more space cleaner for example you gotta buy a whole box of janitor shit
buying basic resupply should be cheaper than buying dank memes
actioninja wrote:Radical idea: remove the ore silo and move the ORM to inside cargo.
Electronics wrote:actioninja wrote:Radical idea: remove the ore silo and move the ORM to inside cargo.
If you do this, people are just going to break in.
Electronics wrote:actioninja wrote:Radical idea: remove the ore silo and move the ORM to inside cargo.
If you do this, people are just going to break in.
actioninja wrote:Electronics wrote:actioninja wrote:Radical idea: remove the ore silo and move the ORM to inside cargo.
If you do this, people are just going to break in.
Then the cargo techs can shoot their asses with all the guns they order every round.
Lumbermancer wrote:I've been saying it for a while now, each department is becoming its own minigame. That's why they scream EMAG whenever they see it, that's because ordering dozens of syndicate crates is par for the course, and if you oppose you gonna get laughed at. The chain of supply from mining through cargo to other departments is no more. It's all about memes now.
Screemonster wrote:Lumbermancer wrote:I've been saying it for a while now, each department is becoming its own minigame. That's why they scream EMAG whenever they see it, that's because ordering dozens of syndicate crates is par for the course, and if you oppose you gonna get laughed at. The chain of supply from mining through cargo to other departments is no more. It's all about memes now.
I think it's a universal thing that every time someone fails to get what they want from another department where departmental cooperation is intended to be required, a salt PR will follow where their department gets given the thing at roundstart because they neeEEEeeeEEEeeeeEEEeeeEEEeeed it to do their jobs
all it takes is a single uncooperative/absent cargotech/chemist/miner and UGH WE JUST CAN'T GET THE THINGS WE NEED FROM THEM EVER
MisterPerson wrote:Move some fun stuff to Cargo and then randomize what they can buy. Automatically reroll every 8 minutes, plus you can spend money to reroll. I chose 8 minutes because it's long enough to gather money if something good appears yet is short enough to passively get 5-8 rerolls in a round generally, which feels ok. Not everything should be random though, like extra metal and shit, because that would be silly, but it would be cool to have like extremely cheap bulk metal available as an option. The goal is to create excitement about what cargo has available rather than feeling that you "need" stuff from cargo to do your job, which is an annoying timesink. All the fun aspects of opening a loot crate but without extorting as many children.
Granted adding RNG elements is basically my solution to every problem with every department but eyyyyyyyy.
Floiven wrote:MisterPerson wrote:Move some fun stuff to Cargo and then randomize what they can buy. Automatically reroll every 8 minutes, plus you can spend money to reroll. I chose 8 minutes because it's long enough to gather money if something good appears yet is short enough to passively get 5-8 rerolls in a round generally, which feels ok. Not everything should be random though, like extra metal and shit, because that would be silly, but it would be cool to have like extremely cheap bulk metal available as an option. The goal is to create excitement about what cargo has available rather than feeling that you "need" stuff from cargo to do your job, which is an annoying timesink. All the fun aspects of opening a loot crate but without extorting as many children.
Granted adding RNG elements is basically my solution to every problem with every department but eyyyyyyyy.
Stuff on sale sounds great. Why'd you buy 50 boxes of snakes? They were a great deal!
Things could also go up in sale value too, stuff like bounties were a great idea to get the department to interact with the crew.
oranges wrote:cargo also needs more organic job content like bounties.
There was a big idea pushed once for a factorio based cargo, I'll have to see what I can dig up and start a new sticky thread.
Users browsing this forum: No registered users