Snakebittenn Posted September 11, 2018 Posted September 11, 2018 I can do this myself no worries about code (hopefully.) As in the title, really. There's three lockers, three tablets, three export scanners, thus, there should be three techies. Especially to undertake the task of sorting the warehouse (and looting maint for stray crates and valuables) I hope this thread goes on for seven pages.
Butterrobber202 Posted September 11, 2018 Posted September 11, 2018 This is a good idea, we need more cargo slaves
shaggygieco Posted September 11, 2018 Posted September 11, 2018 I like the idea. maybe mining ore will actually be delivered to science if there are 3 techies
Doxxmedearly Posted September 11, 2018 Posted September 11, 2018 Miners tend to take the ore themselves so they can ask for KAs. I see nothing wrong with adding a third slot.
Guest Marlon Phoenix Posted September 11, 2018 Posted September 11, 2018 I always thought we had more slots and cargo was just bizarrely always understaffed. Good idea
BRAINOS Posted September 11, 2018 Posted September 11, 2018 as much as i support this, i also want this to go for seven pages, so i'm going to argue against it: 1. this will completely break raiders. they now have 3 people to fight if they take cargo. 2. this will make ling round way too hectic. i already can't tell two cargo techs apart. 3. this will put way too much strain on medical. 3 disposals jumpers to patch up??? 4. this will effectively make qm's useless as now they can be outrobusted by six arms 5. this will kill the hop position 6. this will make engine setup nearly impossible because of the extra power load on the department 7. the spare locker and gear is intended to be a spare, because a cargo tech will always cryo with all of their gear
Butterrobber202 Posted September 11, 2018 Posted September 11, 2018 7. the spare locker and gear is intended to be a spare, because a cargo tech will always cryo with all of their gear Fuck he’s on to something here
Synnono Posted September 11, 2018 Posted September 11, 2018 Just going to go ahead and add another +1 here, I guess!
Juani2400 Posted October 28, 2018 Posted October 28, 2018 I don't play cargo tech, but quartermaster from time to time. I find the Cargo Bay sometimes doesn't have much workload to justify 2 techs plus the QM. Is this not the case? Will adding a new tech not make it even less busy (with already low workload) for those existing slots?
Arrow768 Posted October 28, 2018 Posted October 28, 2018 I have the echo what Juani mentioned. Cargo doesnt have a lot to do as is. I hoped that by adding the supply program to the modular computers in the departments that would change a bit, but sadly that wasnt really the case.
Snakebittenn Posted October 28, 2018 Author Posted October 28, 2018 There's plenty to do if you put your mind to it. Collecting stuff from maint. Negotiating deals with the Merchant. Finding bounties above all else. Sorting the warehouse at a faster rate. Not to mention increased amounts of roleplay. As a cargo main, and as someone who has pestered other cargo mains about it, we've got plenty to do. It's just that with two cargo techs and a desk role there's not much manpower to do a lot.
Resilynn Posted October 28, 2018 Posted October 28, 2018 There’s not a lot to do as a chaplain, either, but people do it for the RP. Cargo is a lot of fun, people want to play it and the slots fill up pretty quickly. It’s not that they enjoy stocking the warehouse and delivering packages in little booty shorts, it’s that it’s a low stress job with a lot of room for rp. I support adding another slot.
Guest Marlon Phoenix Posted October 28, 2018 Posted October 28, 2018 Cargo has a lot to do and not enough hands to help
Recommended Posts