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Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 4:33 am
by Ikarrus
I'm basically looking for ideas for high-end (expensive) crates that cargo can spend their points on instead of just letting it build up to the hundreds without anything really meaningful to spend it on.
Be really specific.
For example, so far I've already added TTVs for 60 pts and
this and
that.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 5:21 am
by Lo6a4evskiy
Really expensive mineral crates as a substitute for mining.
Cheap signallers, igniters and stuff like that.
Build by yourself crates with boards, basic materials and instruction manuals for building stuff like cryo, cloner, SMES, telecomms machines, big chem dispensers, etc.
Contents of basic equipment lockers for various departments.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 5:29 am
by Ikarrus
Lo6a4evskiy wrote:Contents of basic equipment lockers for various departments.
Other than uniforms and headsets, what else is irreplacable in them?
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 5:41 am
by Raven776
Fucking backup grav generators and warpgates. We can rebuild the PA, why not be able to fix the parts of the station likely to get bombed if they're ever important?
Beyond that, autolathe boards, science equipment (the whole setup in case it's bombed twice), and an 'emergency board' crate that has a comms console, camera console, and a suit sensor scanner console board inside.
Anything that can't be replaced? Get cargo for that shit. Pipe dispensors are a BIG one.
Maybe more hardsuits? A HUGE price for them though (300 for an engineering hardsuit? 400 for atmos and medical. 500 for CE hardsuit sans the advanced magboots because polyacid spray is griefy as fuck?)
Nothing's worse than cargo feeling like they don't need outside help though... I've seen enough science-gun-chemistry-cargos to know that this shit can go south quickly. I suppose the same could be said of science though, in a lot of cases... Except slimes as a form of plasma and metal are a lot more finicky than miners.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 5:48 am
by Arete
Cyborgs with souls drawn from the observing ghosts. If a round lasts long enough that these big purchases are possible, then a way for gibbed or spaced players to get back into the round would definitely be welcome. I suppose a shipment of adamantine slime extract could fulfill the same purpose.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 9:28 am
by Lo6a4evskiy
Ikarrus wrote:Lo6a4evskiy wrote:Contents of basic equipment lockers for various departments.
Other than uniforms and headsets, what else is irreplacable in them?
Medical/security belts that I can remember. Stethoscopes? PDA cartridges, though they're not part of equipment lockers, they are usually located in heads' offices.
Pill bottles for chemistry. There are also wardrobe closets with clothes.
I'm not sure if syringes and droppers can be made or ordered.
Backpacks and satchels. Body bags. Medical HUDs?
Hazard vests.
You should be able to order stuff like bomb suits, bio suits, may be different kinds of space suits.
Arete wrote:Cyborgs with souls drawn from the observing ghosts. If a round lasts long enough that these big purchases are possible, then a way for gibbed or spaced players to get back into the round would definitely be welcome. I suppose a shipment of adamantine slime extract could fulfill the same purpose.
Not a bad idea. Shipping slimes would be cool.
shipping facehuggers when emagged
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 11:28 am
by Jalleo
canisters of different types (high amounts but always so cold that it must be heated up to be useable)
Heaters and scrubbers and emergency field generators (more than just two are usable then)
Larger orders of materials.
Bigger crate orders of current things e.g. guns and armor (For when a emergency late in it means you can get a lot more for ya buck)
Maybe parts for a TEG construction to be a building project.
Lazarus Injectors (Pet spiders anyone?)
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 1:09 pm
by Incomptinence
Maybe a treasure hunt? As more points are expended they have an increasing chance of having a free bonus crate shipped which either is worth points to send back or contains something nice (maybe a complete hat collection or something) but it gets miss shipped to the wrong department or even station and they need to hunt it down with a riddle as a clue to the general area.
I mean part of the early game content of cargo is nabbing maint crates why not go full circle?
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 4:35 pm
by Alex Crimson
Lazarus Injectors are more of a Mining perk. Doesnt make sense for Cargo to get them too.
A full set of Surgery items would be nice. You can make some in a lathe, but being able to order the whole set could be useful.
Maybe Grey Slime Cores, just incase Xenobiology messes up completely and needs a reset.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 6:05 pm
by Cipher3
Some machine boards would be really useful as I myself have wished for them before, and probably be put to good use with creative cargo.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 7:30 pm
by Gun Hog
Arete wrote:Cyborgs with souls drawn from the observing ghosts. If a round lasts long enough that these big purchases are possible, then a way for gibbed or spaced players to get back into the round would definitely be welcome. I suppose a shipment of adamantine slime extract could fulfill the same purpose.
Positronic brains or enhanced MMI's that can accept a pAI would be better suited for that.
What cargo should be is a place where people can get replacements for things that cannot be built by Science - Grav generator, for instance. I second the idea of letting cargo order parts for the Thermo-Electric Generator. Possibly we should be able to order more portable atmospherics containers.
Maybe even replacement AI turrets? Being able to set up a secondary fort with them would be good for bored engineers.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 7:38 pm
by omnitricks
Sunglasses, all the cool kids have them.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 8:51 pm
by Cipher3
Gun Hog wrote:Maybe even replacement AI turrets? Being able to set up a secondary fort with them would be good for bored engineers.
Those are buildable, by the way.
http://tgstation13.org/wiki/Guide_to_co ... ion#Turret
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 9:48 pm
by Reimoo
A complete non-combat mech. Still needs utilities added from robotics though.
Bluespace crystals.
Take a ghost and ship in a fully equipped NT mercenary/technician/medic? (kinda iffy about this one)
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 9:52 pm
by QuartzCrystal
Is Lisa, Ian's doggy girlfriend, still around?
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 11:52 pm
by Cipher3
QuartzCrystal wrote:Is Lisa, Ian's doggy girlfriend, still around?
Yep. Corgi crate.
Re: Ideas for High-End cargo content
Posted: Fri Sep 05, 2014 11:58 pm
by Wizardjenkins66
omnitricks wrote:Sunglasses, all the cool kids have them.
Clothes Surplus crate, Say hello to style and flash resistance in one great package.
Re: Ideas for High-End cargo content
Posted: Sat Sep 06, 2014 1:54 am
by Alex Crimson
I dont think Cargo should be ordering things that other departments must work to create. Things like R&D items or mechs. Should just be able to get the basic items.
Re: Ideas for High-End cargo content
Posted: Sat Sep 06, 2014 2:04 am
by bandit
This is gonna sound stupid but I can guarantee you cargo will blow points on it given the option: Paint.
Re: Ideas for High-End cargo content
Posted: Sat Sep 06, 2014 2:46 am
by Cipher3
Paint should be a bigger thing in game anyways. Fund it, but not for super high-end like a lot of this stuff.
Re: Ideas for High-End cargo content
Posted: Sat Sep 06, 2014 4:02 am
by Incomptinence
Wasn't paint made non laggy by byond updates making it able to handle colour changes without browning its pants? We could use more of it, never managed to get a sufficient paint harvest out of xenobio, mostly due to bad breeding luck.
Re: Ideas for High-End cargo content
Posted: Sun Sep 07, 2014 9:59 pm
by cedarbridge
Arete wrote: suppose a shipment of adamantine slime extract could fulfill the same purpose.
And would kinda invalidate the xenobiologist's RNG work getting extracts in probably the same amount of time.
Re: Ideas for High-End cargo content
Posted: Sun Sep 07, 2014 11:03 pm
by Saegrimr
You guys know the gravity generator is "invincible" right?
If it gets bombed, you throw some plates on it and its good as new.
Re: Ideas for High-End cargo content
Posted: Sun Sep 07, 2014 11:42 pm
by cedarbridge
Saegrimr wrote:You guys know the gravity generator is "invincible" right?
If it gets bombed, you throw some plates on it and its good as new.
There could be a cases where it would be cool to get a replacement (singulo) or an extra (derelict reclaim missions.) Power consumption is naturally a concern, but such is life in space.
Re: Ideas for High-End cargo content
Posted: Sun Sep 07, 2014 11:44 pm
by Cipher3
Saegrimr wrote:You guys know the gravity generator is "invincible" right?
If it gets bombed, you throw some plates on it and its good as new.
Actually didn't know that and I suspect few people do.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 12:16 am
by Arete
cedarbridge wrote:And would kinda invalidate the xenobiologist's RNG work getting extracts in probably the same amount of time.
It'd only invalidate it if enough borgs were sent to completely deplete the ghost population. Not to mention that a lot of ghosts would probably rather play borg than get summoned to a scientist whose only instructions are along the lines of "Uh... save me if one of the slimes glomps me, I guess." Having multiple different avenues for ghosts to get back into the round would not be a bad thing.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 12:30 am
by lumipharon
Haven't you seen people bomb that shit? The entire room gets destroyed, but the gen itself remains. The ONLY thing that utterly fucks it afaik is the singulo.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 1:13 am
by as334
Cipher3 wrote:Saegrimr wrote:You guys know the gravity generator is "invincible" right?
If it gets bombed, you throw some plates on it and its good as new.
Actually didn't know that and I suspect few people do.
There's actually a sheet of paper which describes how to repair it I believe. Not fully sure on that though.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 5:44 am
by cedarbridge
Arete wrote:cedarbridge wrote:And would kinda invalidate the xenobiologist's RNG work getting extracts in probably the same amount of time.
It'd only invalidate it if enough borgs were sent to completely deplete the ghost population. Not to mention that a lot of ghosts would probably rather play borg than get summoned to a scientist whose only instructions are along the lines of "Uh... save me if one of the slimes glomps me, I guess." Having multiple different avenues for ghosts to get back into the round would not be a bad thing.
In what way is that responsive to the context of my post? I was literally responding to the suggestion that cargo be allowed to order adamantine slime cores. Those don't turn into borgs. So yes, they'd be golems either way. This response is stupid.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 7:57 am
by Arete
cedarbridge wrote:In what way is that responsive to the context of my post? I was literally responding to the suggestion that cargo be allowed to order adamantine slime cores. Those don't turn into borgs. So yes, they'd be golems either way. This response is stupid.
Prior depopulation of spirits rendering xenobio's work invalid was the only interpretation of your post that made sense to me. It wouldn't make sense to say, for example, that botany's replica pods render cloning invalid.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 11:58 am
by Silavite
Telecoms Crate (40 Supply Points)
Subspace Transmitter, Subspace Receiver, Bus Mainframe, and Processor circuit boards.
Re: Ideas for High-End cargo content
Posted: Mon Sep 08, 2014 12:09 pm
by Lo6a4evskiy
Useless without R&D and R&D can make them anyway.
Re: Ideas for High-End cargo content
Posted: Fri Sep 12, 2014 6:36 pm
by Hellafied
Revival crate.
When opened a portable Machine pops out. When injected with blood of a dead person or mob, it will 3D print them a new body instantly. (Will not work on syndicate agents, as they are not backed up in the station database) Has 10 points. A body a player was controlling is five points. Head pets like Ian or Runtime is two. All other NPC mobs are one. Comes with a box of syringes for the blood. (Also has a scanning arm for scanning the bodies up close and personnel or bodies that don't have blood) Use like a DNA scanner)
Re: Ideas for High-End cargo content
Posted: Fri Sep 12, 2014 6:50 pm
by cedarbridge
Hellafied wrote:Revival crate.
When opened a portable Machine pops out. When injected with blood of a dead person or mob, it will 3D print them a new body instantly. (Will not work on syndicate agents, as they are not backed up in the station database) Has 10 points. A body a player was controlling is five points. Head pets like Ian or Runtime is two. All other NPC mobs are one. Comes with a box of syringes for the blood. (Also has a scanning arm for scanning the bodies up close and personnel or bodies that don't have blood) Use like a DNA scanner)
Apart from "printing" a new Ian, we already have these. They're called exotic seeds crates.
Re: Ideas for High-End cargo content
Posted: Sat Sep 20, 2014 3:55 pm
by Psyentific
A crate of five drones (40pts)
Five non-contraband posters (20pts)
Three complete firesuits (15pts)
DIY Machine Kits (15pts each)
Do-It-Yourself AI Kit
Departmental Replacement kits (150pts each)
Contains a complete set of things needed to make any one department completely irrelevant; A concentrated middle finger towards any one department. Be it ten medibots, suit sensor console and fully upgraded cloner, or maybe six pipe dispensers with two SUPERPACMANs and 40 sheets of plasma and eight floorbots. Or maybe a ready-to-build R&D setup, with key data disks to quickly reach maximum research levels.
When emagged:
Autoborger crate
Powersink crate
Singularity beacon crate
Syndicate Bomb crate
If you're fussing with Cargo, please reduce the shuttle timer to one minute.
Re: Ideas for High-End cargo content
Posted: Sat Sep 20, 2014 4:17 pm
by Cipher3
DIY Machine Kit would be great, especially with some actual machine boards. Right now R&D has such a strong monopoly on machines...
Re: Ideas for High-End cargo content
Posted: Sat Sep 20, 2014 5:33 pm
by Stickymayhem
Soap crate would be great for janidrones.
Re: Ideas for High-End cargo content
Posted: Sat Sep 20, 2014 10:23 pm
by cedarbridge
Stickymayhem wrote:Soap crate would be great for janidrones.
Isn't there soap in the crate with the mop and spray bottles? I'd go for that as a drone anyway.
Especially since drones can't activate the sprayer on the janitor backpack
Re: Ideas for High-End cargo content
Posted: Sun Sep 21, 2014 2:08 am
by Cipher3
cedarbridge wrote:Stickymayhem wrote:Soap crate would be great for janidrones.
Isn't there soap in the crate with the mop and spray bottles? I'd go for that as a drone anyway.
Especially since drones can't activate the sprayer on the janitor backpack
I ordered that crate just a couple hours ago and didn't see any soap.
Re: Ideas for High-End cargo content
Posted: Mon Sep 22, 2014 12:34 pm
by TZK13
Psyentific wrote:Three complete firesuits (15pts)
I added a firefighting crate containing two complete firesuits for 10pts a while back, doesn't that fit the bill?
Re: Ideas for High-End cargo content
Posted: Mon Oct 13, 2014 4:02 pm
by omnitricks
Is it possible to add the mime crayon/rainbow crayon into the costume crate? Or maybe a special crate for them like a redecoration crate adding in crayons along with random paints, floor tiles and doors (hooray chance for bananium doors in cargo)
Re: Ideas for High-End cargo content
Posted: Mon Oct 13, 2014 5:46 pm
by Lo6a4evskiy
Well those crayons are infinite and one of a kind. I'd rather they stay that way.
Re: Ideas for High-End cargo content
Posted: Wed Oct 22, 2014 9:31 am
by omnitricks
The stuff to make improvised shotguns. Science can't have all the nice things.
Re: Ideas for High-End cargo content
Posted: Wed Oct 22, 2014 10:25 am
by Alex Crimson
Yeah, not like Cargo can just order a crate containing combat shotguns then just break it open.
More crates huh? How about radio headsets, encryption keys, shoes, jumpsuits, department clothing sets for new staff?
Re: Ideas for High-End cargo content
Posted: Wed Oct 22, 2014 4:25 pm
by rockpecker
A box of random Syndicate items.
Re: Ideas for High-End cargo content
Posted: Tue Nov 04, 2014 11:28 am
by phil235
Lo6a4evskiy wrote:Well those crayons are infinite and one of a kind. I'd rather they stay that way.
But they are deleted if used to make colored clothes or food. I actually asked cargo not long ago in-game if they had a crate with crayon boxes that I could order, because the ones in art storage had all been taken or used.
Re: Ideas for High-End cargo content
Posted: Tue Nov 04, 2014 1:54 pm
by Scott
Cargo can order
high-traction floors now.
Re: Ideas for High-End cargo content
Posted: Tue Nov 04, 2014 3:04 pm
by Screemonster
Alex Crimson wrote:Yeah, not like Cargo can just order a crate containing combat shotguns then just break it open.
More crates huh? How about radio headsets, encryption keys, shoes, jumpsuits, department clothing sets for new staff?
The basic "what a new person in this department gets" gear locker would be pretty sweet, especially since they're already access-locked to that department.
Re: Ideas for High-End cargo content
Posted: Fri Nov 07, 2014 6:39 pm
by deathhoof
How about an "assemble your own borg" crate. Because we all know roboticists never get the resources to make more borgs after the first batch.
Re: Ideas for High-End cargo content
Posted: Fri Nov 07, 2014 7:15 pm
by Alex Crimson
deathhoof wrote:How about an "assemble your own borg" crate. Because we all know roboticists never get the resources to make more borgs after the first batch.
You mean like... a crate of metal? Cargo can already order that and mail it to Robo.