Requisitions are not great, suggestions to improve - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Requisitions are not great, suggestions to improve (/showthread.php?tid=21842) |
Requisitions are not great, suggestions to improve - Cleaverwolf - 09-27-2023 With the recent changes to the market, players are being encouraged to use requisitions to acquire credits for the budget, however, the current state of requisitions leaves much to be desired. The bad Completing requisitions is not a reliable process:
General complaints
RE: Requisitions are not great, suggestions to improve - UrsulaMejor - 09-27-2023 Great feedback and great suggestions. I'm not sure what of all this can be done at what pace, but they all seem reasonable RE: Requisitions are not great, suggestions to improve - Cleaverwolf - 09-27-2023 Rome wasn't built in a day, but this should give an idea where to start. Also updated the post to cross-out my lack of knowledge on cargo scanners. RE: Requisitions are not great, suggestions to improve - Lord_earthfire - 09-28-2023 I like the suggestions in general, but i disagree with the following suggestions: (09-27-2023, 09:05 PM)Cleaverwolf Wrote: 1. Botany requisitions are very easy. The stats are very easily achieved by infusions and sonetimes just by baseline seeds out of the dispenser. The problem is just them being bugged at times (i think they do not like fresh seeds out of the fabricator?). If the buggy behaviour is ironed out, they are among the easiest requisitions to complete. 2. I think requisitions requiring multiple departments are awesone and pose interesting challenges to the station. I see that it can pose problems for new players and certain servers, though. Instead of removing/splitting them, we could introduce an option to reroll requisitions. Like a denied-stamp you push on a requisition and send it back with a 5 minute delay until you receive the new one. That way, beginners or station in less than good conditions can reroll them and farm low value requisitions. RE: Requisitions are not great, suggestions to improve - CalliopeSoups - 09-28-2023 Most of this hits the nail on the head for me, requisitions feel very awkward. If I had to give my own thing that I find the most annoying about them it's that you can't quite tell how long you have for one. They don't seem to follow the same market refresh as the rest of cargo so you often don't quite know how long a requisition has been up for and how long it'll be there. Rerolls would be nice too as Heron said. RE: Requisitions are not great, suggestions to improve - glowbold - 09-28-2023 It would be nice if there was escalation with requisitions, i.e. the more complex/rewarding ones show up in response to you fulfilling easy ones. QMs can build relationships with departments, and people who are working with cargo reqs know they will get more lucrative jobs if they complete the easy ones. Right now it feels awkward to reward people for helping. Requisitions give credits, but the shipping budget isn’t (generally) a concern for anyone but QMs - my job is to keep people supplied regardless if they’re helping me or not. With multi-department reqs, I can’t even reasonably let someone tag the outgoing to get half. Requisitions shouldn’t flat-out vanish with market refreshes, but have a known end time on generation. When someone turns in a requisition after the contract expires, it really sucks to tell the person who devoted a chunk of their game session to helping you “sorry, this is just going to sit here.” It’s especially rough having to pick favorites and only pin one contract when you know most of them require two/three cycles of time by the time someone stops what they’re doing, starts helping, does the thing, and gets it to you. Edited to add: If the RP market shift rate isn’t slower than classic, maybe it should be considered to match the pace of the rounds? Requisition printouts should be more useful. It needs to say how much the requisition is worth at minimum. I want to be able to give a req printout to someone and have them go “wait, that much, for only THIS STUFF?!” because I want to share the “cheating the system” feeling I get when QMing. The paper itself should be editable and stampable (let me stamp APPROVED and keep track of costs / who helped). It should have a shift time stamp of when it was printed or when it expires. If printers were more common, I’d say you should be able to send it to a department printer. Requisitions Mechanic Idea - Solwra - 09-28-2023 FRANK EDIT: Merging this thread into the existing requisitions thread Introduction Requisitions in my opinion is one of the most neglected features that rarely gets used in Quartermastery to make any significant amount of money, they are very much unintuitive and obscure to do… Therefore I, an idea Andy am providing an idea for how a possible requisition rework can look. Requisitions Manager This could be inbuilt into the packager to create a more seamless system or kept inside the supply console. Requisitions manager gives you all relevant information about all requisition information you will need. This console would require a quartermaster’s access, same with the requisitions packager which will be talked about later.
You get an option to select up to 3 requisitions at the start, with a possibility to gain upgrade cards from certain requisitions to bump it up to a maximum of 5.
Making the requisition public This function allows you to toggle whenever you want to use the Public Requisitions Delivery Station for the crew to dump the items for the selected requisition in order to complete it. You can set the price of how much you want to pay out for each item allowing you to pay out people for the requisition (I’d advise a certain credit cap for this, but I can’t think of anything right now). Cancelling the requisition Once a requisition gets cancelled, the packager dumps out any items it has collected for the requisition and the requisition gets put back into the requisition selection, where it disappears on next market update. Checking the requisition You can check the requisitions status, if it’s in progress it will show that, if it has been completed and is awaiting packaging it will give you an option to package it for a sendoff. Completing the requisition Once the requisition has all the item it needs, it will give you the green go to package it and send it to the recipient. Once the packager packages the requisition you can send it off normally as if you were selling any other crate and all the credits will be sent instantly and any additional items will be shipped to you. Requisition Categories
A subcategory for regular requisitions would be the departmental requisition, where it requires a specific set of items from a given department, be it a security, engineering, service, medical or science department. These requisitions would be more rewarded, however requiring a level of cooperation between departments to work. There must always be 5 regular requisitions available, up to 7.
These must always be 1 special requisition available, up to 3.
This is only available if the console has been emagged and there will always be 3 available. Requisitions Packager This machine has a simple purpose, you can package completed requisitions to be sent off to the buyer. Upon successful packaging, a crate pops out that is permanently locked, meaning it cannot be tampered with in any way. The only way to open such a crate would be with an EMAG or an explosive. Sending a crate that has been opened yields nothing, not even 10 credits you usually get for crates, because you broke it, duh. All items must be inserted into the packager while having an appropriate requisition selected, otherwise it will be rejected. Public Requisitions Delivery Station You’re a staff assistant, you’re low on credits and REALLY need that pack of cigarettes. You rifle through your pockets. “What's that? A space suit? Didn’t that station just there accept a space suit for a requisition in exchange for 120 credits? Wow, that’s enough for a lighter AND a pack of ciggies!” You can exchange items on public requisitions for money. The idea is pretty simple, if you have an item that an active requisition requires and need some quick cash you can use the delivery system to quickly exchange that item for money or you can pick up that item if it has been rejected or the requisition has been cancelled/expired. “Where does the money that ended up in the staff assistants wallet come from?” Well, I provide 2 options.
This poses a problem in itself, if the packaged requisition gets intercepted by an antagonist, you’re never seeing that credit go up and you essentially lose both the item and the money. However, if a quartermaster cancels a requisition before it’s packaged you get a refund on your item. This would all be communicated through the person’s PDA, meaning they will be informed that they can pick up their refused item from a delivery station.
I favour option B, as it’s more of a quartermaster’s fault for cancelling a requisition and the collateral may get heads involved rather than an angry staff assistant making a ruckus. Conclusion Right now this is what I got, I may keep updating/changing this when more ideas come in. Feel free to take this idea and make this a reality. I could come up with a list of requisitions that it can actually do, but this is more of touching on the mechanics on how the overall system should be reworked into rather than providing any new/changing existing requisition orders. Any feedback is welcome. RE: Requisitions are not great, suggestions to improve - Kubius - 09-28-2023 Hello, it me, requisitions guy, here to respond to your thoughts @ Cleaverwolf - Attempting to match replies to individual bullet points
@ Solwra I'm not fond of the idea of some sort of fixed loading device that handles item packing - it doesn't seem explicitly *negative* but I'm not sure what it is that it actually brings to the table. I do like the idea of improvements to requisition pinning, but an upgrade card feels weird. A simpler way to do this would be that after two requisitions are fulfilled, QM is told they're now a "trusted vendor", and there's no longer a cap on how many requisitions can be pinned at all. Category-wise, requisitions are currently split into Civilian, Aid and Scientific, with at least one of each guaranteed to show up each cycle; this is a more natural split than "normal and epic rarity" requisitions, IMO. Civilian provides the basic stuff you can print from fabricators or the oddball thing you'll need some outside help for, Scientific is stuff that'll usually need a deeper involvement from specialized disciplines and should have higher payouts, and Aid provides moderately higher payouts typically achievable without too much cooperation but at the cost of urgency. IMO, the best way to keep the tamer requisitions flowing would be to increase total availability to 6 and bump the Civilian minimum to 2, alongside an increase to Civilian contract options (I'll try and brainstorm some but you're welcome to contribute a few too!) Lastly, selling your stuff off for money as an individual person is a funny idea, but I think that'd be more interesting in the domain of the traders who show up at the station on shuttles. It makes more sense for them to be willing to take individual oddball items you're pawning off. RE: Requisitions are not great, suggestions to improve - Solwra - 09-29-2023 (09-28-2023, 01:30 PM)Kubius Wrote: I'm not fond of the idea of some sort of fixed loading device that handles item packing - it doesn't seem explicitly *negative* but I'm not sure what it is that it actually brings to the table. The fixed loading device serves a purpose of storing items you receive from the public requisitions station into the quartermaster's office, I don't think the name of the device really does it any justice but it's partly what it does for a quartermaster. It collects items from public requisition station(s) and stores them inside itself and also allows quartermasters to just store their requisition items neatly rather than leaving it in an unmarked crate. It also serves as a way to check if a requisition has all the parts necessary to be shipped and packs it ready for you to simply just send it off (this means you can't make a mistake of sending it to a market place because you forgot a barcode or you don't get it shipped back if you put a wrong one on). Categories serves as a way to get a range of difficulty requisition orders and ensuring that you don't roll multiple obscure or frustrating requisitions. Instead you can choose if you'd like a normal requisition or a one that is considerably more harder but in return can grant you much more lucrative rewards. The subcategory ones would be departmental ones, which require a level of department cooperation but could be limited to 2-3 on the regular contract listings. I'm also not sure if you get item rewards for requisitions, but getting some nifty items you normally can't purchase is usually very fun. Also adding an option for traitor requisitions could be a fun way to make money and get items for doing evil deeds (like selling a target's body, getting illicit items, etc). I do agree that an upgrade card is a bit weird and probably could just add another slot for completing a number of requisitions. Overall my idea isn't necessarily a quick fix anyone's looking for, but more of something that can be added to make requisition order system more pronounced and be more accessible especially to those who are just starting out quartermaster. |