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Requisitions are not great, suggestions to improve
#9
(09-28-2023, 01:30 PM)Kubius Wrote: 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.

The fixed loading device serves a purpose of storing items you receive from the public requisitions station into the quartermaster's office, I don't think the name of the device really does it any justice but it's partly what it does for a quartermaster. It collects items from public requisition station(s) and stores them inside itself and also allows quartermasters to just store their requisition items neatly rather than leaving it in an unmarked crate. It also serves as a way to check if a requisition has all the parts necessary to be shipped and packs it ready for you to simply just send it off (this means you can't make a mistake of sending it to a market place because you forgot a barcode or you don't get it shipped back if you put a wrong one on).

Categories serves as a way to get a range of difficulty requisition orders and ensuring that you don't roll multiple obscure or frustrating requisitions. Instead you can choose if you'd like a normal requisition or a one that is considerably more harder but in return can grant you much more lucrative rewards. The subcategory ones would be departmental ones, which require a level of department cooperation but could be limited to 2-3 on the regular contract listings. I'm also not sure if you get item rewards for requisitions, but getting some nifty items you normally can't purchase is usually very fun. Also adding an option for traitor requisitions could be a fun way to make money and get items for doing evil deeds (like selling a target's body, getting illicit items, etc).

I do agree that an upgrade card is a bit weird and probably could just add another slot for completing a number of requisitions.

Overall my idea isn't necessarily a quick fix anyone's looking for, but more of something that can be added to make requisition order system more pronounced and be more accessible especially to those who are just starting out quartermaster.
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Messages In This Thread
RE: Requisitions are not great, suggestions to improve - by Solwra - 09-29-2023, 12:42 AM
Requisitions Mechanic Idea - by Solwra - 09-28-2023, 09:45 AM

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