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Mild cargo shuttle rework


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Posted

I know kyres did a lot of lovely work on the cargo shuttle, but I'll be real: I think the cargo shuttle is a bit of a problem at the moment. Logistically it is a mess since it only returns to CentComm when manually sent back, and this is bad for various logistical reasons. A cargo shuttle is quite expensive to dispatch to an auxiliary station and back. This is also a pain in the ass for gameplay reasons as already mentioned.

Therefore, I have looked to another video game to see how it handles its admittedly rather weird on-site logistics: Metal Gear Solid V: The Phantom Pain. This game is admittedly not even close to being realistic, but the Fulton Recovery System as implemented is incredibly interesting due to how it interacts with kidnapping everything you find on sight via repurposed weather balloon, and likewise should you need equipment in the field, the game gives you an opportunity to drop in new equipment on site by parachute dropping a cardboard crate into the field, either to resupply your existing stuff or giving you new equipment.

Therefore, I suggest the following concept for incoming equipment:

1. Remove the cargo shuttle, and the unnecessary interface surrounding the dispatch of the cargo shuttle. What remains of the interface not related to the cargo shuttle can stay.
2. Remap the cargo shuttle landing area, and then some additional space, to include a Delivery Pad. The vicinity of the delivery pad is not dependent on the pad itself, but rather a glowing device in the center as a "Logistics Beacon".
3. The aforementioned Logistics Beacon can be moved, disassembled, rebuilt (such as through purchasing the logistics beacon circuitboard, or making one through RnD) at any time, as well as designated as a delivery site through cargo. Beacons of this nature cannot be deployed in areas that have a roof above it, as that would be impossible to reasonably ship crates. Having VueUI support for a drop-menu that can select any existing Logistics Beacon on the Aurora map would be amazeballs.
4. Cargo ordering should be made to work similarly as it used to, except instead of delivering a shipment via one cargo shuttle, the crate is loaded with the assorted goods in the ETA downtime, and then is sent to transit by an out-of-game delivery drone to ICly explain away how a crate appears and slams down on the surface of the station. The delivery drone's presence is announced over the common radio, and warns to get clear of the vicinity.
5. The crate is then dropped into the landing zone, with some random variance to where it lands, though it should always land within cargo's roundstart Delivery Pad zone. Cargo staff have to go EVA to fetch it. Good excuse to give cargo technicians external airlock access.

For outgoing shipments meant for CC to further preserve the supply line thematic of cargo:

1. Cargo starts with a few of, and can order Fulton Bluespace Recovery Devices. Totally not a rip-off of the wormhole Fulton, this is an expensive device meant to be attached to a packaged crate, which then is activated after a second and bluespess'd (hopefully with a neat animation?) straight to Central Command, based on whatever the crate can hold. BDRDs cannot be attached to containers with living, or dead beings inside them, as a safety precaution. Because they are limited, single-use per item, Cargo should make a point to keep buying them so they do not run out.
2. Depending on what was sent to Centcomm, bounties will be fulfilled and the cargo account should automatically be granted the normal cash amounts within one minute.

One other tidbit, as my suggestion:
1. Traitors should be able to emag cargo to send a parachute'd crate without the delivery drone message alerting the station of the shipment.

Posted

Honestly, I don't play cargo tech often (somewhat for this reason), but I agree with some points here.
 

My main issues are:

  • Cargo ship is a bitch to get sent, and or send back sometimes.
  • Ship is on a different floor, so you have to take buggy, aggravating elevator each time.
Posted
43 minutes ago, DanseMacabre said:

-1 to anything that is a MGSV reference, especially references so blatant as to use the name used in that particular game

The fulton recovery system is a real-life device. It does actually work, MGS5 just greatly exaggerates how frequently it is used.

Posted

Voting for dismissal, as we will move away from the asteroid to a ship setting, where a beacon will not make much sense (hitting a moving target that changes course/speed/direction is rather difficult; a resupply shuttle also feels much more natural in that environment than a delivery pod / BDRD to exchange items ) 

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