10 hours ago
(This post was last modified: 10 hours ago by Largeamountsofscreaming. Edited 1 time in total.)
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.
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.