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[Idea Discussion] Cargo Gameplay
#6
I'm with Jor here.

a single QM can pump out enough money that they can fully stock up everyone's needs. It's also contributing that most departments don't need much over what they start the round with, so there aren't much orders where prioritization is required.

That creates the problem Solenoid describes: One QM is sufficient to drive the department to its maximum, even on high pop.

We just got the problem we can't put too much pressure on one QM. I often enough saw QM's who were scrapping by money wise, because they weren't as experienced.

This means we also have a skill gap-problem here.
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Messages In This Thread
[Idea Discussion] Cargo Gameplay - by Solenoid - 02-19-2026, 03:12 PM
RE: [Idea Discussion] Cargo Gameplay - by Kotlol - Yesterday, 03:28 AM
RE: [Idea Discussion] Cargo Gameplay - by Lord_earthfire - Yesterday, 12:03 PM
RE: [Idea Discussion] Cargo Gameplay - by Ikea - Yesterday, 12:08 PM
RE: [Idea Discussion] Cargo Gameplay - by Kotlol - Yesterday, 12:54 PM

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