Cargo rework design doc - #30
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Nyxilath
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on first pass, most of this looks good to me - just one large comment at the end.
| - Just remove it | ||
| - Revert to be similar to the old cargo system, where you get orders directly on the station. No newline at end of file |
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I'm personally less inclined towards this option; one of the main features that SS14 evolves is it's lack of grid-based movement and open space - and while I do understand the sentiment of wanting to have everything revolve around the station, it's bereft to have this open playing area only for it to never be used for the sake of keeping things on station.
This may be getting to problems that are beyond simply a cargo rework and moreso a reevaluation on how we want to use space, not just as a setting, but as a gameplay tool.
Another possible option I've seen proposed was replacing the ATS with a timed trade ship that would FTL into space somewhere close but distant enough from the station, that way cargo can try to time their orders to align with the next trade ship call, and antagonists can't remain on the trade ship for extended periods.
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I think that is a good idea as well, I'll add that to the doc soon
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| The jobs that actually have something to do are often antisocial, which goes against one of our stated goals of making jobs more involved in social interaction, and not designing them around isolation. | ||
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| Lastly, the ATS is a problem. It is a major target for antagonistic behavior that is far separated from the consequences of doing something on station. Why make a secret room or base in maints when you can stash things in the backroom of ATS that nobody ever checks? If your goal is to destroy the station, the ATS is also an obvious target; you can cut off the station from any further resources at basically no risk. Also, it being considered part of the station in code causes many bugs. There are many hacky solutions that are employed to try and make these things not the case, but I think a total rethink of it is in order. |
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the issue with the ATS is simply the fact that it's in space, and it's my opinion that the issue you bring with ATS is in fact a problem with space :
Because space is vast (duh !) it's very easy to hide in there pretty much forever with little to no resistance, as the area to cover is simply too vast for the number of security personnels we have in a typical round (in fact i've seen an increasing number of antagonists, ninjas, eeps resorting to the strategy of just turning 'round the station forever). I would not advocate "nerfing" space, because i think that would be the less exciting solution, i would instead advocate to facilitate access to space to departments that are not cargo/engineering. Since we are on the subject of money, why not give to department the possibility to buy shuttles ? provide them a way to access and patrol space
| Engi: | ||
| - Selling power | ||
| - encourages producing more power than is simply necessary for the station. | ||
| - Atmos gets orders for large quantities of certain gases. |
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For engineering selling power/gases is the logical solution but doesn't that contradict the point you made to not want money-making scheme to make departments more isolated ? (the means to create power / gases are usually in the engineering department and only involve work by engineers / atmos players), same goes for chem
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I see your point but overall I believe its net-neutral on how isolated they are in this case. you can even argue that their interactions with cargo in some way will make them more social
| - The rest of the station loses their direct market access. | ||
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| - The rest of the station will buy orders through cargo directly at a static price. |
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I might be wrong but the change to cargo seem very close to simply removing the purchase console of other departments ? (minus of course the added cargo mechanic of fluctuating market price)
This details a rework of the cargo and departmental economy system, and integrating money into normal department play.