10-20-2014, 03:14 AM
Okay, uh, let's see, no I'd like to avoid access restrictions on the goddamn survey shuttle, that's just counter-productive.
For access levels on doors I GUESS I can make a tool that can reprogram an airlock?
The budget infusion is a thing that I absolutely think should be happening, because if the station is dumb and wastes all their money on weed they shouldn't need an admin/to wait 24 hours to be able to actually do something. Do not concern yourself with the amount, let us deal with the balance.
In terms of the blueprints, we are SORT OF thinking along the same lines, but with minor discrepancies. I disagree that unscannable items shouldn't ship with blueprints, that just restricts the freedom of construction mode. Also, I'd like to avoid being dependent on rewards. Rewards shouldn't be one-off kits for objects, rather something material and lasting like 'you can order stuff in the future' or 'here have a pay raise'. Plus the station itself is prone to be destroyed by whatever bad event happens next, and there are too many 'unique' items to protect them all, we'd end up those being hoarded into a single room with 8 guards protecting it at all times. It just hinders the purpose of it all.
And finally: 'no, god no, no please no ugh no fuck no nope no NO no no no'. Any "designate this thing with a tracking beacon" is a) needlessly complicated on the code side, b) is bound to end with catastrophe, both from a code and gameplay standpoint and c) construction mode does _not_ come with an escape shuttle.
Also, in the future be mindful of posting effort (jesus dude you have cool ideas but cut back and think about us too for a second) because I'm calling it, I'm going to burn out implementing effortposts.
For access levels on doors I GUESS I can make a tool that can reprogram an airlock?
The budget infusion is a thing that I absolutely think should be happening, because if the station is dumb and wastes all their money on weed they shouldn't need an admin/to wait 24 hours to be able to actually do something. Do not concern yourself with the amount, let us deal with the balance.
In terms of the blueprints, we are SORT OF thinking along the same lines, but with minor discrepancies. I disagree that unscannable items shouldn't ship with blueprints, that just restricts the freedom of construction mode. Also, I'd like to avoid being dependent on rewards. Rewards shouldn't be one-off kits for objects, rather something material and lasting like 'you can order stuff in the future' or 'here have a pay raise'. Plus the station itself is prone to be destroyed by whatever bad event happens next, and there are too many 'unique' items to protect them all, we'd end up those being hoarded into a single room with 8 guards protecting it at all times. It just hinders the purpose of it all.
And finally: 'no, god no, no please no ugh no fuck no nope no NO no no no'. Any "designate this thing with a tracking beacon" is a) needlessly complicated on the code side, b) is bound to end with catastrophe, both from a code and gameplay standpoint and c) construction mode does _not_ come with an escape shuttle.
Also, in the future be mindful of posting effort (jesus dude you have cool ideas but cut back and think about us too for a second) because I'm calling it, I'm going to burn out implementing effortposts.