1 hour ago
(This post was last modified: 1 hour ago by Lord_earthfire. Edited 3 times in total.)
To be honest, i am not sure thus will solve the problem.
Our maps are very small. Pathways aren't that often long enough for crate slowdown to be a massive hinderance.
The bigger problem is the cargo teleporter. At any point where distance would mattee, the cargo teleporter solves it.
If we want to make cargo transportation matter, we need to remove the accessability of cargo transporters at round start. Place one in cargo, have the handheld transporters in the crate fabricator, locked behind high conductivity materials, and rid every map of any roundstart cargo transporter and pads. Have engineers walk around and construct them by scanning the one in cargo.
Our maps are very small. Pathways aren't that often long enough for crate slowdown to be a massive hinderance.
The bigger problem is the cargo teleporter. At any point where distance would mattee, the cargo teleporter solves it.
If we want to make cargo transportation matter, we need to remove the accessability of cargo transporters at round start. Place one in cargo, have the handheld transporters in the crate fabricator, locked behind high conductivity materials, and rid every map of any roundstart cargo transporter and pads. Have engineers walk around and construct them by scanning the one in cargo.