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Make Cargo more involved
#4
I do feel like a big problem with Cargo is the lack of gameplay. I mean, there's the general rat race in the beginning, but once you have 150-200k credits, there's not much need to keep working. As Kotlol mentioned, there is the problem of server culture between the RP and Classic servers, but maybe more requisition types, or a system to buy large upgrades for the station for large amounts of money could be cool. Something to keep you working on making more money and changing things up every round. I don't really know how the coding for that would work, but I figure this is more of an "ideas" thread anyways. 

Maybe something like a crafting system could be cool too? Obviously everyone can craft things, but giving QMs a more specialized role in matsci and manufacturing could be fun. A system requiring special parts bought on the Cargo console and refined material parts(akin to the captain's laser gun's reliance on matsci for it to be top tier) to manufacture new tools, machines, and weapons for the crew would be my idea, it'd be awesome to see Medbay coming to Cargo for an upgraded mender, or Engineering requesting some sort of omnitool, where the materials put into these items would make their crafted counterparts even better. Have the specialized "frame" parts for these tools be expensive to prevent rushing them as soon as the round starts, and to incentivize long-term money generation to buy more later.

Anyways, that's just my idea. I don't intend to do any real work on it, but maybe others would find it cool.  space bear
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Messages In This Thread
Make Cargo more involved - by Dr. Puggers - 03-04-2024, 05:24 AM
RE: Make Cargo more involved - by Kotlol - 03-04-2024, 07:41 AM
RE: Make Cargo more involved - by Frank_Stein - 03-06-2024, 05:01 PM
RE: Make Cargo more involved - by Solenoid - 03-06-2024, 09:13 PM
RE: Make Cargo more involved - by meaow589 - 03-08-2024, 03:16 AM
RE: Make Cargo more involved - by TDHooligan - 03-08-2024, 08:20 AM

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