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Inter-Departmental Cooperation (co-op)
#2
For resource-making roles: Cross-round resource caches. Somewhere to drop off a bunch of materials, plants, and certain chemicals to be stored for use in later rounds. Deposit a bunch of stuff one round, then withdraw it later when you'll actually need it.

This would help the dynamic between the roles that specialize in making things and the roles that benefit from the things they make by allowing both to work asynchronously. Both won't need to be active at the same time for either to get what they want out of the role.

Miners would be able to mine all they like without feeling like most of their haul's going to waste, and the people who want to play with their minerals would be able to do so whether they're there at the time or not. However, if Mining hasn't been doing their job lately, anyone who relies on them would be more rightfully impacted.

Manufacturers could be tied into the mineral storage, too. Each one able to draw from (a certain amount of) the stashed resources, with certain ones drawing higher-level resources than ones you'd find in shallow maintenance.

I personally would feel more inclined to do these jobs (as opposed to running around being a jackass) if I felt like I was contributing to other people in a somewhat reliable way. I'd probably actually grow some veggies if I knew that there was some chance in the future the Chef would use them, as opposed to waiting for orders or making shitloads in the blind faith that the Chef is both there and willing/able/not dead enough to cook.

That, and the stock levels could give newer or unsure players an idea of what to do next. If you're a Chemist and you see that the Salbutamol levels are low, you might get the idea to start making some Salbutamol that round. Loads of Cerenkite might convince you to make some batteries or radioactive leisurewear.

Of course, there should be some limits. Wouldn't be fair if Mining filled up the Nanosilo in one round of turbonerdery and made the department pointless for the next few rounds.

Perhaps the stocks decay a bit every round, or production produces less products. Maybe it costs something to bank a resource, getting more expensive for interesting things and/or as stocks rise. Could have a cap for each of the resources stored. Or just have traitors and spies steal it as part of their objectives.

One thought is how resources with qualities and unique stuff tied to them would work in storage. While 500 units of Mauxite wouldn't (necessarily) be a problem, 500 great/shoddy/award-winning watermelons, each containing 2-300 units of water, plasma, and/or pepperoni certainly would. Good luck handling that in a sane manner that still rewards Botanists for making fun stuff.

Another is deciding how and who gets to withdraw this stuff. Lock it behind too much paperwork and it'll turn into a pain in the ass to use. Make it too public and the Clown'll drain the tank and take a bath in all the station's lettuce. (Then again, you could just beat up the Clown and grind out more resources!)

This is assuming any of this is in any way possible. Regardless, it's just ol' Laggykins daydreaming about persistent bullshit. Just a thought.
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RE: Inter-Departmental Cooperation (co-op) - by Superlagg - 09-11-2017, 08:57 AM

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