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BYOND Username: Hydrochloric
Character Name: Chad Gears
With the addition of transmissions to partner stations, I think the next step could definitely be the implementation of a new feature where QMs can send a crate to a 'partner station' (another goon server) for a huge delivery fee.
While this raises concerns such as mailing bombs or people, I think that the best ways to deal with this would be:
1. to blacklist any players from being sent via cargo
2. to make it so the receivers can view a preview of the order, and accept or decline it based on this
Generally, I think this would be a great new feature for cargo (which can right now be pretty repetitive) and inter-server unity in general. Maybe a station in desperate need of assistance could send a transmission to a partner station asking for various things, which may or may not be fulfilled. There are endless opportunities.
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BYOND Username: Jan.antilles
Character Name: Marina "Rina" Favero, Fleur DeLaCreme, etc goobers
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Sends a bunch of mechcomped traitor gear to 2 with a note that says overthrow security
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BYOND Username: pali6
There are code issues about this but those are incidentally getting better due to an unrelated project. But that doesn't mean the code will ever get to the stage where a full cross server serialization and deserialization of arbitrary objects is possible without bugs. However, there are also balance concerns. Things which are designed to be one-off are no longer as such. Moreover it runs into the issue of someone logging into two servers and sending items to themselves across them etc etc. In theory this way it could easily happen that two servers that cooperate keep sending each other stashes of goods to preserve them across rounds so you get QM starting with 10 C-sabers each round. I think overall this would be fun but also it's important to consider the concerns and downsides of it.
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BYOND Username: Jakson27
Character Name: Duke Nukem
brb gonna ship a canbomb to goon2
also this sounds really fun, but theres plenty of possibilities for this to be abused, so we should be careful of its downsides and concerns, like pali said
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BYOND Username: Cthucky
12-14-2021, 03:17 PM
(This post was last modified: 12-14-2021, 03:19 PM by Mouse. Edited 1 time in total.)
maybe only allow useless things to be sent, like rocks or scrap or a live clown
edit: i mean why would you send those nerds on the partner station something good when you could launch rocks at high speed at them
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BYOND Username: Hydrochloric
Character Name: Chad Gears
Perhaps, if worth it, then it could be some kind of admin-triggered (or just mandatorily admin-approved through some discord bot or something) feature. This is just one idea for ironing out the many potential abuses.
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BYOND Username: Myco
Character Name: Yellow#0267
12-15-2021, 09:21 AM
(This post was last modified: 12-15-2021, 09:22 AM by Yellow. Edited 1 time in total.)
Perhaps a solution to this is instead of sending over custom items and what not, you can just buy them (a) crate(s) from the QM market and send it with a note or what not.
This would still have plenty of helping capability (IE, if they call with a distress signal, there is plenty you can send to assist), and also plenty of pranking capabilities (send them bugs from Pianzi >:o)) but without the major abuse potential
[this would also cut back on the coding side, as you wouldn’t have to detect which items are being sent, it would just be a market crate (which are all in code) + whatever is written on the note]
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Sending only crates listed there might be cool until they send 50 animal crates at once and clog the belt
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12-15-2021, 07:18 PM
(This post was last modified: 12-15-2021, 07:27 PM by Frank_Stein. Edited 1 time in total.)
Maybe there's a consistent simulated market that both stations are synched with and are buying and selling from. Different server actions affect the market, so if one station floods the market with certain items, the value of them drop and it effects the sell value of other servers.
When multiple stations keep buying similar items, they raise in price across servers because of increased demand.
If everyone keeps buying things like metal sheets, mauxite value go up. Put a lot of mauxite into the market, metal sheets become cheaper.
Market value shifts could be calculated and applied at round ends, so you won't see huge drastic changes from a single day, but you might see trends over a week or so
(12-15-2021, 09:21 AM)Yellow Wrote: Perhaps a solution to this is instead of sending over custom items and what not, you can just buy them (a) crate(s) from the QM market and send it with a note or what not.
This would still have plenty of helping capability (IE, if they call with a distress signal, there is plenty you can send to assist), and also plenty of pranking capabilities (send them bugs from Pianzi >:o)) but without the major abuse potential
[this would also cut back on the coding side, as you wouldn’t have to detect which items are being sent, it would just be a market crate (which are all in code) + whatever is written on the note]
I like this too. Care packages.
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BYOND Username: Haprenti
12-16-2021, 12:33 AM
(This post was last modified: 12-16-2021, 12:36 AM by Haprenti. Edited 1 time in total.)
(12-14-2021, 02:26 PM)pali6 Wrote: In theory this way it could easily happen that two servers that cooperate keep sending each other stashes of goods to preserve them across rounds so you get QM starting with 10 C-sabers each round.
One fix for that particular thing would be to "lock" the stations once an exchange has been made. If server 1 sends something to server 2 and server 2 accepts it, then server 2 can only exchange things with server 1 as long as server 1 is in the same round the first exchange was made in, and a new round on server 1 wouldn't be able to exchange things with server 2 as long as that first round isn't over.
For the feature in general, it could work with a blacklist, perhaps using the same list as the ruckingenur one, or having some numerical restrictions, item-specific, with the in-lore excuse of the package having to go through "NT customs".
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BYOND Username: Danger Noodles
Character Name: Sophie Crow, (Mini) Computron
What if the station it's sent to could view what is being sent and accept/deny it? It feels reasonable and would fix a lot of potential problems with both the crate and any item idea.
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BYOND Username: alyasgrey
Character Name: Charles Tucker/Doctor Science PhD
(12-16-2021, 05:10 AM)Danger Noodle Wrote: What if the station it's sent to could view what is being sent and accept/deny it? It feels reasonable and would fix a lot of potential problems with both the crate and any item idea.
While I definitely agree that the receiving station should have the option to decline deliveries, in the interest of 'teh funneh', that should be turned off by default. Need to include the option to just turn off any future deliveries too.
Just limit deliveries to like once every three(five?) minutes and give both command and qm alerts that a delivery has been sent/received. Command because it makes sense that any station-to-station transactions should be part of command's decision making process as they are using station resources they will not be easily able to get back.
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