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Crate slowdown
#1
Cargo has a pretty hefty list of options for cargo moving to include belt hell, the MULE, cargo tug, forklift, and cargo transporter. Most of these options go fairly underutilized as a trip to cargo rarely takes more than a minute assuming cargo is on the ball. I propose either:

1. Crates with any item at all, regardless of size or amount, cause push/pull slowdown similar to pushing a locker

OR

2. Crates have that effect permanently, regardless of any content or not

I'd like to hear thoughts on this, as I think this would be a simple fix what I would consider a very underutilized part of the station's infrastructure. It might not be unreasonable to removing this for Quartermasters with QM training, though I think using items like the forklift in the cargo bay could also add a new way to play. Fulfilling orders is a pretty mundane part of the job, I would say at least adding some decision to how to best get it from place to place would add a small bit of variety and unique gameplay.
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#2
For those who remember, here is the 23 pages of discussion on this from 2017 (8 years ago): https://forum.ss13.co/showthread.php?tid=8175
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#3
(10 hours ago)ZeWaka Wrote: For those who remember, here is the 23 pages of discussion on this from 2017 (8 years ago): https://forum.ss13.co/showthread.php?tid=8175

For what it's worth this seems like it affected a lot more than crates. I'm not sure how much that might change reaction but reduces the impact imo.
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#4
I would enjoy this change, however I belive there should be 3 teirs of slowdowns.
Empty to 10: slight slowdown
11 to 50: Slowdown equal to the middle of both
51 to max or atleast 1 corpse: Harsh slowdown like having 1 body in it is now.

I also belive if the sprite has wheels the slowdown should either be heavily negated or removed like trash carts and engi carts
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#5
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.
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