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New Surplus Crates - Printable Version

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New Surplus Crates - 69andahalf - 04-09-2015

Budget-Surplus Crate:
Basically it's a lower cost version of the surplus crate, which contains only low cost items (items under 6 telecrystals). It would also contain a lower amount of items, such as 6-12(or even a greater range, like 4-12?) telecrystals worth of items. The main point of this crate would be to not use up all your telecrystals, so you could actually buy an item or two you wanted. I'm not sure if this would defeat the purpose of the surplus crate too much though, as there might be no point to get anything other than it. It would have to cost more than 6 telecrystals, perhaps 7 or 8, and it wouldn't have a chance to spawn another crate inside itself.

Specialty-Surplus Crate:
The main idea of this crate is that it would only contain job-specific traitor items. I'm not sure if it should be worth 12 telecrystals in total, or lower, but as most job specific items are high value items, it would be best to have it at 12 I believe. It should most likely stick with the 18-24 telecrystals worth of items, or depending on how powerful people consider them items to be, a lower range of telecrystals such as 12-18. Like the Budget-Surplus Crate you would only be able to get 1, there would be no chance to get another one as the crate itself is not job specific.

Junk Crate:
The idea of this crate, is that it's an assortment of items from around the station and possibly a few low-cost traitor items. It should cost either 12 telecrystals, or perhaps 10 and contain at most 4-6 telecrysals worth of items. It's also filled with quite a few items from around the station. It could be clothes, weapons (stun batons, tasers, flash, zip gun, .38 revolver, etc), internals, engineering equipment(gloves, toolbox, miners belt, utility belt), specialty items (bee eggs, volton, hand-tele, etc), or medical stuff (medkits, bottles of meds, medical equipment, hyposprays). Stuff the syndicate would pick up from raids, stuff in a crate before it makes it to the trash compactor, and send it to you.


Re: New Surplus Crates - Roomba - 04-09-2015

Kinda iffy on the job speciality one. Most of them are generally high-powered rampage weapons, and it seems like it'd be fairly common to roll e.g. a red chainsaw and butcher's knife together. If you limit those weapons, then it doesn't seem especially different from the current surplus crates.

Also not really seeing the point of the junk crate, most of that stuff isn't especially well-guarded and wouldn't take up more than a couple minutes to scavenge if your plan relied on getting them.


Re: New Surplus Crates - BaneOfGiygas - 04-09-2015

Roomba Wrote:Also not really seeing the point of the junk crate, most of that stuff isn't especially well-guarded and wouldn't take up more than a couple minutes to scavenge if your plan relied on getting them.
It seems like it might be geared towards the traitors that want to go without actual traitor items.


Re: New Surplus Crates - Marquesas - 04-09-2015

Budget: Yes.
Specialty: No.
Junk: Yes.


Re: New Surplus Crates - Sundance - 04-09-2015

Not too hot on the specialty or junk, but the budget crate is a pretty neat idea.
Personally i'd combine the junk and budget crate into one (as in, it'll have a bunch of traitor gear AND misc items) and let it cost 6-7 telecrystals.


Re: New Surplus Crates - UrsulaMejor - 04-10-2015

make the specialty crate a qm-only item that only spawns one job specific item at random for ten telecrystals. sometimes you get a chef knife, sometimes a clown car kit, sometimes a poison bottle or Telegun or stims. point being, you get an item that allows you to throw the scent off your trail and onto another job


Re: New Surplus Crates - Roomba - 04-10-2015

Most of the time regular surplus crates have at least one or two job-specific ones, and ten tcs for a single job-specific item doesn't seem worth it when even the highest-priced ones don't cost anywhere near that much.


Re: New Surplus Crates - maxiumattack - 04-10-2015

It would make sense if regular crates had the junk crate stuff in the pool of items that's already there rather then adding another crate.


Re: New Surplus Crates - pizzatiger - 04-10-2015

maxiumattack Wrote:It would make sense if regular crates had the junk crate stuff in the pool of items that's already there rather then adding another crate.


That make the items in surplus crate even MORE useless though!


Re: New Surplus Crates - pizzatiger - 04-10-2015

But now that i think about it...

Surplus crate was really the only item that made Qm's unique in their syndicate item selection until It was moved to the general station.


Why not add a High-end Surplus crate to the Qm selection that allows for every traitor item but also contain the 1 telecrystal items from the juuk list (everything in the junk crate should be 1-2 telecrystal) meaning QM's CAN get other peoples rampage items but most of the time will get some a little weaker


Re: New Surplus Crates - Vunterslaush - 04-10-2015

Fun fact: you can now get two clown cars from one surplus crate. Unless you have plans to leave them for the public to cause chaos this is kind of useless.


Re: New Surplus Crates - Pacra - 04-10-2015

clown cars should be taken out of surplus crates tbqh


Re: New Surplus Crates - DyssalC - 04-10-2015

Pacra Wrote:clown cars should be taken out of surplus crates tbqh
Actual fist fights will break out if this happens. I will make sure actual fist fights happen.


Re: New Surplus Crates - thehman03 - 04-11-2015

junk crate, eh?

[Image: th?id=JN.YR9bzq%2fpUNx7FQ7cqM%2fJmw&pid=15.1&P=0]


Re: New Surplus Crates - Vunterslaush - 04-14-2015

Pacra Wrote:clown cars should be taken out of surplus crates tbqh


They should be removed or have a reduced rate.