what if we replace null crates with catgirl crates
What if no…
if the gear awarded is random it sounds like a higher-risk, higher-return way to roll the dice on random items… but it doesn’t really make a lot of sense to insert the crystals into the console.
How about…
20 TC radio-sort-of-item that causes a handful of syndicate NPCs to hijack the next cargo shuttle unannounced. Shuttle comes with 2-3 null crates instead of whatever was ordered and cargo is under attack by hostile NPCs.
Great as a one-off distraction and/or a randomized supply of items if you already have control of cargo, and also disrupts station activity via destroying an order’s worth of materials.
That idea sounds pretty neat actually, it could be a QM/Cargo traitor item, but I’m guessing thatt this would mean no more emaggable cargo?
Since remember, these sorts of changes would mean no more emaggable console, or at least nulls get taken out of the question.
Personally, I’d really love to see that item getting implemented and used, it sounds neat.
- It doesn’t remove nulls, but hard restricts the maximum number that can be “bought.”
- It enables potential high-rolls for items (like romerol) that you normally can’t get alone
- it also comes with a reasonably high risk of the station acquiring the crates instead of you, so non-antags will probably pretty frequently still be capable of acquiring the sweet syndi gear
- it removes the question of a non-antag triggering the order because they “found” an emag nudgewink, and solidly places a line on when you’re knowingly helping an antag.
- there won’t be much (or any) finger-pointing for powergaming because the rest of cargo won’t be able to know when it’s coming unless they’re cooperating with a known traitor.
inb4 WYCI
Make it a bounty, ruko bby.
increase loneop threat due to null crates to where it’s a credible danger.
add a pizza bomb in each 10 crates ordered but the bomb goes off when crate is opened/destroyed
problem solved
I have never once seen a loneop caused by nullcrates, they should increase the chance more, or maybe stop it from decreasing via the disk moving. The stuff about player controlled syndi mobs was neat too, since you can’t cheese player controlled mobs.
Holy shit player controlled griefsky should be a thing, that would be epic.
As a QM main and have contributed to the statistics. I can say opening them against grievskies is not a problem for me. But then again im probably in that small percentile of players that can do it. I say this is fine, SS13 is a knowledge game and the more players know the better they ought to be when presented with challenges.
As it is coded, Null crates are decently balanced. Not many people know and are able to freely deal with grievskies without a EMP flashlight and i have seen far more deaths in cargo than successful loot crate openings.
I liken this to Toxins or xenobio; if you know your shit, you reap the benefits.
The problem comes, when me or a certain other player (who displayed that fine warehouse of crates above) power games it without admins around.
As of now the admins will intervene with such blatant power gaming and that is fine. In that instance a FULL ship of simple mob syndies spawned, and in another one of mine, 2 NUKE OPS TEAMS arrived on station.
The events basically stopped the null crate orders and gave consequences for it. This part needs to be automated, which is why there is the lone ops threat inclusion in the code. This code has failed us.
A lone op does nothing to the fate of the station if cargo has syndie loot and is actively distrobuting it.
I suggest a few changes.
Have a chance that a Automated Centcomm message that is sent out to communications if a null crate is ordered "A recent Audit on our cargo requisition forms have found a stark discrepancy, the Quartermaster in charge mysteriously died with the paperwork. Could you investigate and write a report?
Why?
This is so Command can intervene or must be involved for the ordering. Null crates coming from centcomm basically means there are syndicate agents in centcomm itself. Adds a flavorful lore and social solution to stealthing the crates and is more or less certain for bulk orders.
Make the Threat Dynamic, change the chance of negative out comes. Instead of just grievskies, add primed syndie bombs or a syndie simple mob strike team
why?
I guarentee that the number of crates ordered will drop sharply if there are syndie bombs on the shuttle. It also makes the game more fun and dynamic for stations that actually want to try and meet the threat since cargo themselves will never be able to fully deal with it unless they go full gun cargo (which is a automatic bwoink). The goal is to try and increase cooperation between departments, and if the station can do it the station deserve null crates.
If the simple mobs are player controlled it gives the ghost something fun to do too…
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