12-30-2021, 02:46 AM
(This post was last modified: 12-30-2021, 03:27 AM by Deadvickyart. Edited 2 times in total.)
Same is true of a lot of goon's more arcane systems. You can become extremely dangerous and single handedly end a round in the shittiest way by mastering DWAINE, materials, secret chemistry, toxins, bartending, wrestling, surgery and even juggling. This isn't a balanced game and system mastery is rewarded with great power, and I think people who learn to game the economy and use the stock market should also be trusted to handle that power. The small scale cash economy in goonstation is actually really healthy, people value cash enough to want to keep it around for vendor stuff or ore, and I see people tip each other pretty often. But there's not a lot of stuff the high end of the scale to interest people, people don't really give a shit about credit values above 5,000 credits and currently the main rewards for amassing a lot of money in cargo are furniture and clothes. Which are cool, but hardly exciting in the same way doing science or engineering is.
I know you're afraid of rounds being ruined by people overusing and abusing this stuff. I understand where you're coming from, and I'm sure you have plenty of negative memories associated with dragon's breath, or rajaijah, or canister bombs. I just don't think the occasional bad round outweighs their existence. The deeper someone delves into Goon's deeper and more rewarding systems, the more they value their time on the server. They're not going to grief the station constantly and if they were, we'd see maxcaps and hellfires end the round much more often than we do. A truly dedicated player could learn to set off a nuclear charge, or learn the solarium and grief the entire server by triggering constant disaster rounds.
At the end of the day, the worst thing a griefer can do is end a handful of rounds in an unsatisfying way for a few people and there's countless other ways to do that. The stakes are not high and someone killing you in a farting spaceman game is not the end of the world. At worst you'll just have to wait until next round. I don't think this should get in the way of adding new features. If it proves to be a problem, it can be nerfed or removed.
For further reference, here's what CARL sells. None of it is secret, and it's gated behind getting an emergency spacesuit, a can of air and an agent card. I'm looking to put a weaker version closer to the station without the agent card requirement. For what it's worth, I think my price for the HoS hat better suits its rarity than CARL's price. It shouldn't be worth less than a third of a gold bullion, or buy you two thirds of one part of an armored space suit. And looting/buying from security is already encouraged by this merchant and it doesn't seem to derail rounds.
https://wiki.ss13.co/Syndicate_Items#Items_CARL_Sells
I know you're afraid of rounds being ruined by people overusing and abusing this stuff. I understand where you're coming from, and I'm sure you have plenty of negative memories associated with dragon's breath, or rajaijah, or canister bombs. I just don't think the occasional bad round outweighs their existence. The deeper someone delves into Goon's deeper and more rewarding systems, the more they value their time on the server. They're not going to grief the station constantly and if they were, we'd see maxcaps and hellfires end the round much more often than we do. A truly dedicated player could learn to set off a nuclear charge, or learn the solarium and grief the entire server by triggering constant disaster rounds.
At the end of the day, the worst thing a griefer can do is end a handful of rounds in an unsatisfying way for a few people and there's countless other ways to do that. The stakes are not high and someone killing you in a farting spaceman game is not the end of the world. At worst you'll just have to wait until next round. I don't think this should get in the way of adding new features. If it proves to be a problem, it can be nerfed or removed.
For further reference, here's what CARL sells. None of it is secret, and it's gated behind getting an emergency spacesuit, a can of air and an agent card. I'm looking to put a weaker version closer to the station without the agent card requirement. For what it's worth, I think my price for the HoS hat better suits its rarity than CARL's price. It shouldn't be worth less than a third of a gold bullion, or buy you two thirds of one part of an armored space suit. And looting/buying from security is already encouraged by this merchant and it doesn't seem to derail rounds.
https://wiki.ss13.co/Syndicate_Items#Items_CARL_Sells