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Requisitions are not great, suggestions to improve
#8
Hello, it me, requisitions guy, here to respond to your thoughts

@ Cleaverwolf - Attempting to match replies to individual bullet points
  • Payout improvements can definitely happen. I don't want prices to be multiple orders of magnitude outside of their regular value, but they should absolutely provide a premium, moreso if the requisition needs multiple departments' cooperation.
  • Guaranteed 2 minimum cycles for aid requisitions probably makes sense. Variable payout I'm on the fence about, but I wouldn't explicitly object to.
  • Cooperative requisitions are cool; I think the problem is less that they exist, and more that they don't pay out proportionally / are a bit more common than they perhaps ought to be due to the fairly low pool size in their category.
  • I'd actually like to have a few more detailed requisitions like the Botany seed one; the goal is that you need to actually cultivate a particular plant strain, not just steal a seed vendor and be fine. That being said, the details shouldn't be annoying - the lifespan genome parameter on the seeds could probably be ditched as a possible target.
  • More requisitions would be good, yes. If you've got ideas, I made a guide for making your own requisition contracts - or you could toss said ideas my way if the requisition formatting process is a bit much.
  • Special requisitions were ported mostly as-is from Azrun's earlier special order system; I refrained from touching their balance for that reason, but if there's broad consensus they could do with a tuning-up, no objection on my end.
  • See 2 bullet points ago.
  • Dynamic or multi-method requisitions is an interesting idea, but I'm a bit ambivalent about it for two reasons; it feels mismatched to the idea of "someone posted a contract, you deliver the thing that contract requested", and it could be tricky to handle the logic for. If you want someone paying a premium price without a specific contract amount in mind, that's where you use traders, IMO.

@ 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.
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Messages In This Thread
RE: Requisitions are not great, suggestions to improve - by Kubius - 09-28-2023, 01:30 PM
Requisitions Mechanic Idea - by Solwra - 09-28-2023, 09:45 AM

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