Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
QM suggestion
#5
Perhaps just replace the QM area with a more generic open place where anybody can buy or ship out items. Could even repurpose the QM as the mailman gimmick job for delivering people's purchases.


Biggest problem right now is just that if there's a QM there's a 5% chance they'll actually ship off any incoming items and a 5% chance they'll order or deliver anything you buy. And that assumes that one is even in game. With rates like that there's not a reason to bother, either.


Alternative idea: Automatically start the belts, and a diverter for the incoming and outgoing belts. Cargo purchased at the remote shipping terminals is automatically routed off of the incoming belt into an automatic cargo-pad warping system based on destination. Outgoing (sale) cargo has a secondary belt with a telepad under it that automatically ships out things for sale.

You could even augment this by having a few more relevant telepads to departments or areas around the station, and enabling cargo pads to innately teleport suitable objects to other cargo pads, like a hand-held cargo transporter.


Nefarious purposes could include blocking or repurposing incoming/outgoing items as a QM (sell for your own gain, or swap an outgoing container's contents with explosives or other bad things), or for the cargo pads allowing people to send bad things between departments or areas. (You can always switch the receiver pad off, though.)

Most of this is in regards to Destiny, since cog2 has belt hell.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 5 Guest(s)