xXEddie.DurellXx
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- Joined
- Dec 15, 2022
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Not crab related but I saw this:Behold new crabs
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I think its getting warmer but still struggling to fit in with the art style some kind of shading needs to bring down the shinyness. I dont know how thoughBehold new crabs
Would be great if instead of declaring the AFK anteg ded and ending the round it picked a random ghost and put them in an antag's body instead to keep things interesting. Just sayin'prototype antag AFK detection
I'll see what I can do. Eating with the family in around maybe 3 but might be done by then.anyone want to hop on in 4 hours
That was Pulverizer, who is not coming back. Maybe @xXEddie.DurellXx can give it a look over after crab people are done or somethingTo whoever made the contract console sprites - please make a new sprite for Cargo contracts console
I see. Well I guess I could temporarily use the icon for Science contracts console, the one with that weird antennae device.That was Pulverizer, who is not coming back.
My thought is cargo should make most of their money through the cargo console by shipping other people's contracts to centcomm so they would be unique, I dunno what would actually make sense for generic delivery contracts for themThe general idea for cargo contracts is to ship X makeshift/general items/machinery, kinda like TG public bounty system but not retarded. Feel free to share your thoughts and ideas on the matter though, I could really use some ideaguy help regarding this.
No if anything needs to move towards what mobs generally look like which is quite different from itemsmight make him bar stool red might make him fit in better?
I'm sorry, but that's a wrong way to look at this. That's how station-side Cargo plays right now and it, as admitted by me and others, gets pretty boring and QM/cargo tech jobs feel useless right now.My thought is cargo should make most of their money through the cargo console by shipping other people's contracts to centcomm so they would be unique,
That was me and I will do that, but this won't significantly change the situation or adress the core issue.Someone suggested letting people pay for reqeuest orders themselves from the request console, could flesh that out.
Again, this sucks for Cargonians themselves and basically cucks them out of fun until someone else pays attention to them. This should not be the case.That could turn into something where cargo doesn't make their money until the guy gets the thing they ordered
Might be able to hop on around then. Have to drive home from work though.anyone wanto to hop on tonight at 5 PM CDT
The game needs to be fundamentally multiplayer and contracts should be a vehicle that compels departments to interact for economic reasons, not a singleplayer game unto itself. Also as the department that handles goods flowing in and out of the station they are the one job that fundamentally relies on other departments to have any work to do.I'm sorry, but that's a wrong way to look at this. The core issue right now is that Cargonians basically have no job to do by themselves.
Yes, it already is and yes, they already are.The game needs to be fundamentally multiplayer and contracts should be a vehicle that compels departments to interact for economic reasons
Yes, and that's the issue here - they need something else to do that's NOT relying on others in the first place. Most of the rounds I played as a Cargonian nobody actually shipped or ordered anything, so I was left with nothing to do other than trying to imporise a way to make money.Also as the department that handles goods flowing in and out of the station they are the one job that fundamentally relies on other departments to have any work to do.
You're wrong in thinking that Cargo doing their own shipments would get in a way of shipping crates for others because, you know, you can ship all of that together anyway.I think fulfilling fake deliveries that nobody asked for will drive interaction down not up, because cargo will be spending time doing stuff that no actual humans are interested in.
You're thinking of "reverse" contracts for Cargo that require you ship crates to the crew instead of shipping them to CentCom? Say, there's a roundstart contract for Supermatter Crystal delivery to Engineering - you're required to grab the sealed contract crate from the supply shuttle (that naturally comes free of charge since Cargo account starts at $0), deliver it to an engie, have him open the crate with crate scanner while wearing his ID, then an announcement comes to your PDA about successfully completing the contract and its cost is automatically added to the Cargo account.It has to at a minimum play off of the other departments somehow, like engineering gets a contract from NT to upgrade the station by building a singulo reactor and cargo is required to deliver the parts for it or something.
edit: Actually kindof liking that idea, that sort of contract would need to be event driven and only go off if the needed departments are available. The current situation basically compels contracts to be possible to do without another department by breaking in or something, that would be going outside of that.
Tfw the station is just that goodNo other thread in the Off-Topic forum has it.
Didn't even have to drop a 5 pack to Null. True rat heaven.Tfw the station is just that good![]()